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		<id>http://www.datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ladyofpayne1</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=Ladyofpayne1"/>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/wiki/Special:Contributions/Ladyofpayne1"/>
		<updated>2026-04-15T03:32:02Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.6</generator>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=User_talk:Sunjammer&amp;diff=19921</id>
		<title>User talk:Sunjammer</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=User_talk:Sunjammer&amp;diff=19921"/>
				<updated>2018-02-14T14:04:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've give you admin and bureaucrat group membership, hope this will finally break the logjam we've been stuck in for so long now. Use them wisely! [[User:BryanDerksen|BryanDerksen]] 21:56, 11 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Please can you deactivate my account Ladyofpayne1 without delete my content? I am retired from modding.&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=19915</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=19915"/>
				<updated>2018-01-31T16:51:54Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: /* External Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists links to step-by-step tutorials, both on this wiki and on external sites.&lt;br /&gt;
&lt;br /&gt;
==Introductory tutorials ==&lt;br /&gt;
&lt;br /&gt;
In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{|align=right&lt;br /&gt;
|{{TutorialRef|&amp;lt;nowiki&amp;gt;Boxes like these contain links,&amp;lt;/nowiki&amp;gt;|&amp;lt;nowiki&amp;gt;to topics taking you to further information&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
*[[Lighting Tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
**[[Useful Scripts]] &amp;lt;!-- for anyone not familar with scripts, this will be very helpful. However i extracted this from the Overview page which seemes inappropriate --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Various small Tutorials, in a unsorted manner. &lt;br /&gt;
*[[How-tos]]&lt;br /&gt;
*[[VFX Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Custom content tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Adding custom armor tutorial]]&lt;br /&gt;
* [[Adding custom level tutorial]]&lt;br /&gt;
* [[Adding a new spell tutorial]]&lt;br /&gt;
* [[Adding a new weapon type tutorial]]&lt;br /&gt;
* [[Adding a custom model to the toolset tutorial]]&lt;br /&gt;
* [[Adding custom heraldry to a shield tutorial]]&lt;br /&gt;
* [[Adding custom items to custom modules tutorial]]&lt;br /&gt;
* [[Adding custom shield tutorial]]&lt;br /&gt;
* [[Creating item with note in Codex]]&lt;br /&gt;
* [[Creating a custom placeable from a model tutorial]]&lt;br /&gt;
* [[Creating recolors of existing items tutorial]]&lt;br /&gt;
* [[Customisation of original Dragon age armor]]&lt;br /&gt;
* [[Extending GDAs tutorial]]&lt;br /&gt;
* [[Overriding and creating tints tutorial]]&lt;br /&gt;
* [[Reskinning an item tutorial]]&lt;br /&gt;
* [[Usable campaign items tutorial]]&lt;br /&gt;
* [[Using DLC areas in your mods tutorial]]&lt;br /&gt;
* [[UI Tutorial (draft)]]&lt;br /&gt;
* [[Playing custom Player Character]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial|Background/Origin Tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
*[[High-Level Character Generation]]&lt;br /&gt;
&lt;br /&gt;
== Companion Tutorials ==&lt;br /&gt;
*[[Basic follower tutorial]]: covers the basics of adding a follower to party (which has space)&lt;br /&gt;
*[[Follower tutorial]]: a more comprehensive tutorial for creating followers (script heavy)&lt;br /&gt;
*[[Follower tutorial (alternative)]]: an alternative to the main follower tutorial &lt;br /&gt;
*[[User:Satans_karma|Follower tutorial (satans_karma)]]: an alternative to the main follower tutorial &lt;br /&gt;
*[[Compatible_Companion_Mod_Creation|Advanced follower tutorial]]: a comprehensive tutorial for creating followers with a focus on compatibility (very script heavy)&lt;br /&gt;
*[[Follower_guidelines]] (contains general guidelines and compatibility information)&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Noob to pro]] (Step by step guide to making a new standalone campaign)&lt;br /&gt;
*[[Module Priority Tutorial]] How to set module. Priority for multiple mods with similar files, so they don't interfere&lt;br /&gt;
*[[Plot]] Information on configuring plot flags for journal and codex entries&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling/updating Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
*[http://social.bioware.com/project/527/ Video Tutorials by SilentCid] Multiple in-depth video tutorials of the DA Toolset&lt;br /&gt;
*[http://www.youtube.com/view_play_list?p=EF29DD1AACEBA92A Qkrch's Video Tutorials] Toolset tutorial complete series for the experienced builder (Spanish &amp;amp; English)&lt;br /&gt;
*[http://www.theengineeringguild.co.uk/da-new-campaign-location-tutorial World Editing and Area Creation] Tutorial by [http://social.bioware.com/profile/7848 giskard44] where he walks you through a module creation process for an single player addin.&lt;br /&gt;
*[http://social.bioware.com/203442/blog/1352/ Custom Item Materials] by [http://social.bioware.com/203442/ Chains-Gore].&lt;br /&gt;
*[http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lighting Tutorial with Troubleshooting section] (aimed at beginners)&lt;br /&gt;
*[https://youtu.be/_q4mmFMmIK8 How to make a dress with crinoline]&lt;br /&gt;
*[https://youtu.be/370D7Lul9tk Skinning tutorial]&lt;br /&gt;
*[https://youtu.be/1QMcAX1cDyo Rigging tutorial]&lt;br /&gt;
*[https://youtu.be/m8DFXmIGJZc Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Area layouts used in the single player module]]&lt;br /&gt;
*[[Compatibility]]&lt;br /&gt;
*[[Dragon Age 2]]&lt;br /&gt;
&lt;br /&gt;
{{Languages|Tutorials}}&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=19914</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=19914"/>
				<updated>2018-01-31T16:51:43Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: /* External Tutorials */ Creatin Props video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists links to step-by-step tutorials, both on this wiki and on external sites.&lt;br /&gt;
&lt;br /&gt;
==Introductory tutorials ==&lt;br /&gt;
&lt;br /&gt;
In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
{|align=right&lt;br /&gt;
|{{TutorialRef|&amp;lt;nowiki&amp;gt;Boxes like these contain links,&amp;lt;/nowiki&amp;gt;|&amp;lt;nowiki&amp;gt;to topics taking you to further information&amp;lt;/nowiki&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
*[[Lighting Tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
**[[Useful Scripts]] &amp;lt;!-- for anyone not familar with scripts, this will be very helpful. However i extracted this from the Overview page which seemes inappropriate --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Various small Tutorials, in a unsorted manner. &lt;br /&gt;
*[[How-tos]]&lt;br /&gt;
*[[VFX Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Custom content tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[Adding custom armor tutorial]]&lt;br /&gt;
* [[Adding custom level tutorial]]&lt;br /&gt;
* [[Adding a new spell tutorial]]&lt;br /&gt;
* [[Adding a new weapon type tutorial]]&lt;br /&gt;
* [[Adding a custom model to the toolset tutorial]]&lt;br /&gt;
* [[Adding custom heraldry to a shield tutorial]]&lt;br /&gt;
* [[Adding custom items to custom modules tutorial]]&lt;br /&gt;
* [[Adding custom shield tutorial]]&lt;br /&gt;
* [[Creating item with note in Codex]]&lt;br /&gt;
* [[Creating a custom placeable from a model tutorial]]&lt;br /&gt;
* [[Creating recolors of existing items tutorial]]&lt;br /&gt;
* [[Customisation of original Dragon age armor]]&lt;br /&gt;
* [[Extending GDAs tutorial]]&lt;br /&gt;
* [[Overriding and creating tints tutorial]]&lt;br /&gt;
* [[Reskinning an item tutorial]]&lt;br /&gt;
* [[Usable campaign items tutorial]]&lt;br /&gt;
* [[Using DLC areas in your mods tutorial]]&lt;br /&gt;
* [[UI Tutorial (draft)]]&lt;br /&gt;
* [[Playing custom Player Character]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial|Background/Origin Tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
*[[High-Level Character Generation]]&lt;br /&gt;
&lt;br /&gt;
== Companion Tutorials ==&lt;br /&gt;
*[[Basic follower tutorial]]: covers the basics of adding a follower to party (which has space)&lt;br /&gt;
*[[Follower tutorial]]: a more comprehensive tutorial for creating followers (script heavy)&lt;br /&gt;
*[[Follower tutorial (alternative)]]: an alternative to the main follower tutorial &lt;br /&gt;
*[[User:Satans_karma|Follower tutorial (satans_karma)]]: an alternative to the main follower tutorial &lt;br /&gt;
*[[Compatible_Companion_Mod_Creation|Advanced follower tutorial]]: a comprehensive tutorial for creating followers with a focus on compatibility (very script heavy)&lt;br /&gt;
*[[Follower_guidelines]] (contains general guidelines and compatibility information)&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Noob to pro]] (Step by step guide to making a new standalone campaign)&lt;br /&gt;
*[[Module Priority Tutorial]] How to set module. Priority for multiple mods with similar files, so they don't interfere&lt;br /&gt;
*[[Plot]] Information on configuring plot flags for journal and codex entries&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling/updating Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
*[http://social.bioware.com/project/527/ Video Tutorials by SilentCid] Multiple in-depth video tutorials of the DA Toolset&lt;br /&gt;
*[http://www.youtube.com/view_play_list?p=EF29DD1AACEBA92A Qkrch's Video Tutorials] Toolset tutorial complete series for the experienced builder (Spanish &amp;amp; English)&lt;br /&gt;
*[http://www.theengineeringguild.co.uk/da-new-campaign-location-tutorial World Editing and Area Creation] Tutorial by [http://social.bioware.com/profile/7848 giskard44] where he walks you through a module creation process for an single player addin.&lt;br /&gt;
*[http://social.bioware.com/203442/blog/1352/ Custom Item Materials] by [http://social.bioware.com/203442/ Chains-Gore].&lt;br /&gt;
*[http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lighting Tutorial with Troubleshooting section] (aimed at beginners)&lt;br /&gt;
*[https://youtu.be/_q4mmFMmIK8 How to make a dress with crinoline]&lt;br /&gt;
*[https://youtu.be/370D7Lul9tk Skinning tutorial]&lt;br /&gt;
*[https://youtu.be/1QMcAX1cDyo Rigging tutorial]&lt;br /&gt;
[https://youtu.be/m8DFXmIGJZc Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Area layouts used in the single player module]]&lt;br /&gt;
*[[Compatibility]]&lt;br /&gt;
*[[Dragon Age 2]]&lt;br /&gt;
&lt;br /&gt;
{{Languages|Tutorials}}&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Installing_the_toolset&amp;diff=19913</id>
		<title>Installing the toolset</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Installing_the_toolset&amp;diff=19913"/>
				<updated>2018-01-31T16:36:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: Physix and Phyton version added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dragon Age Toolset installer comes with several pieces of third-party software that are needed for the toolset to function. They are:&lt;br /&gt;
&lt;br /&gt;
* DirectX 9.0c&lt;br /&gt;
* Visual C Runtime Library&lt;br /&gt;
* Microsoft SQL Server Express 2005 Edition&lt;br /&gt;
* Nvidia PhysX drivers version ONLY PhysX_9.09.0203_SystemSoftware&lt;br /&gt;
* Phyton Version: ActivePython-2.5.5.7-win32-x86. Extremely important for Lightmapping&lt;br /&gt;
&lt;br /&gt;
These components will be installed along with the toolset by the toolset's installer.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
The first screen you'll get to after starting the installer and passing the title page is the install location selector. The toolset can only install the program into a specific subdirectory of the Dragon Age game directory, so you won't be able to alter the installation path; it's for informational purposes.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' MSSQL Express 2005 is bundled with this toolset and is required for it to function. Unfortunately, MSSQL Express 2005's installer has a limitation that prevents it from installing to a directory path that's longer than 58 characters.&amp;lt;sup&amp;gt;[http://support.microsoft.com/kb/935371]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, this limitation no longer affects the installation, since version 1.01 of the toolset installer installs the SQL instance to a shorter path to avoid this issue. It now installs to Program Files\DAODB\.  See [[installation into a directory with a long path name]] for details.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
The next screen after location has been selected is where you can choose which components to install. There are only two selectable components here; Core Resources (the toolset itself) and Microsoft SQL Server Express. To run the toolkit you'll obviously need to install the Core Resources option. SQL Server is presented as a separate option so that if you already have a database server installed on your system you can use that instead of installing a whole new one.&lt;br /&gt;
&lt;br /&gt;
If you don't have an SQL server installed, or if you don't know whether you have one installed, it's safe to go with the default and install SQL Server Express. SQLServer's installer will check the existing components and, finding that all required components are already in place, won't do anything after you click &amp;quot;finish.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Manual database selection ==&lt;br /&gt;
&lt;br /&gt;
If you choose not to install SQL Server Express, the installer will ask for a database server and database name to install the toolset's resource database to instead. The default server is &amp;lt;code&amp;gt;.\BWDATOOLSET&amp;lt;/code&amp;gt; and the default database name is &amp;lt;code&amp;gt;bw_dragonage_content&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Once you have selected these options the Dragon Age toolset will begin the installation process. This can take a while. When the install process is finished you'll be given the option to read a readme.txt file.&lt;br /&gt;
&lt;br /&gt;
The toolset will create a start menu folder named &amp;quot;Dragon Age&amp;quot;. The start menu folder will include a link to start the toolset, a link to the toolset's uninstaller, and a link to the toolset's external configuration utility.&lt;br /&gt;
&lt;br /&gt;
The installer will write a log file in your My Documents folder. If installation fails this log file will be helpful for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
If you are installing over a previous version of the toolset, you may need to update the format of your old database to make it compatible with the new version of the toolset. See [[database migration]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Lightmapper ===&lt;br /&gt;
&lt;br /&gt;
The [[lightmap|lightmapper]] is the tool used to calculate lighting in level layouts. You only need to use it if you're going to be creating or modifying level layouts. The lightmapper included with the toolset requires Python to run but Python isn't currently bundled with the toolset, so if you don't already have it installed you'll need to do the following:&lt;br /&gt;
&lt;br /&gt;
# Install [http://www.python.org/ftp/python/2.5.4/python-2.5.4.msi Python 2.5.4 ]&lt;br /&gt;
# Install the [http://sourceforge.net/projects/pywin32/files/pywin32/Build%20214/pywin32-214.win32-py2.5.exe/download win32 extensions] for Python 2.5 &amp;lt;BR&amp;gt; '''OR'''&lt;br /&gt;
# Install [http://downloads.activestate.com/ActivePython/releases/2.5.5.7/ActivePython-2.5.5.7-win32-x86.msi ActiveState Python 2.5.5.7] &amp;lt;BR&amp;gt; '''Note''': The Community Edition of this release is no longer available! If you have not purchased a Business or Enterprise license from ActiveState you will need to use the python.org release and the pywin32 extensions (2014-04-13).&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to download and install ActiveState python which comes with the needed extensions.  Just click through the defaults on the installer and you will be ready to go.  If you want to use python.org installer, maker sure to install it first, then install the win32 extensions.&lt;br /&gt;
&lt;br /&gt;
* If you don't have Python installed and try to run the lightmapper, you'll receive a standard Windows error message indicating that &amp;quot;EclipseRay.exe has stopped working.&lt;br /&gt;
&lt;br /&gt;
* Note for 64 bit machines: There appears to be a bug with the 64-bit version of ActiveState Python 2.5 for Windows that prevents the lightmapper from functioning. Install the 32-bit version instead, it works.  The 32-bit version is the one linked above.&lt;br /&gt;
&lt;br /&gt;
* Do not install both ActivePython and Python.org.  This will most likely cause you to get an Error Code 1 when rendering lightmaps.&lt;br /&gt;
&lt;br /&gt;
* If you get an error code of -1073741819 this means you either have the 64 bit version or you have a version higher than 2.5.  Uninstall and use the installers from the links above.&lt;br /&gt;
&lt;br /&gt;
* If you get an error code of -1073741515, try copying the python25.dll (from your python installation directory) into the &amp;lt;dragon age install directory&amp;gt;\tools\lightmapper folder and restarting the toolset.&lt;br /&gt;
&lt;br /&gt;
=== NVIDIA PhysX ===&lt;br /&gt;
&lt;br /&gt;
Currently, the Toolset relies on a version of PhysX which may not be readily accessible to some users, specifically 9.09.0408.  It is not included in the latest NVIDIA drivers, and it can render certain parts of the Toolset, specifically pathfinding and lightmapping, partially or totally inoperable.&lt;br /&gt;
&lt;br /&gt;
If you have the game install disc, the correct PhysX installer is included on it.  If not, you can download and install it from [http://www.nvidia.com/object/physx_9.09.0408_whql.html NVIDIA's web site].&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
&lt;br /&gt;
The external configuration utility [[ConfigureToolset.exe]] (found in the Dragon Age\tools directory) is used to configure the toolset's database connection and to tell the toolset where the game's executable is. You shouldn't need to run the configuration utility during routine usage of the toolset, and if the defaults set up by your installer work you may not need to run it at all.&lt;br /&gt;
&lt;br /&gt;
The default database string is &amp;quot;&amp;lt;code&amp;gt;Provider=SQLOLEDB.1;Integrated Security=SSPI;Persist Security Info=False;Initial Catalog=bw_dragonage_content;Data Source=.\SQLEXPRESS&amp;lt;/code&amp;gt;&amp;quot;. For advanced configuration, click on the ellipsis button ([[Image:ellipsis.png|link=]]) to open the data link properties window.&lt;br /&gt;
&lt;br /&gt;
==== Moving the database files from the default location ====&lt;br /&gt;
&lt;br /&gt;
By default, the database data and log files are loaded into C:\Program Files\DAODB\data and are called bw_dragonage_content.mdf and bw_dragonage_content.ldf.&lt;br /&gt;
&lt;br /&gt;
For Vista and Win7 installations, the Program Files path will be whatever is commonly used. If you cannot find the folder, do a search for .mdf files and you should get to the required folder.&lt;br /&gt;
&lt;br /&gt;
If you have customized your database during installation, replace the bw_dragonage_content with your database name.&lt;br /&gt;
&lt;br /&gt;
As you start working on your module and checking in resources, the database will grow in size.&lt;br /&gt;
If you want to move the database files elsewhere to free up space on C:, do the steps below. &lt;br /&gt;
* Make sure you have backed up your dragon age database - See [[Database_backup_and_restore]] for information on how to do it&lt;br /&gt;
* Open Microsoft SQL Server Management Studio Express - If you don't have it, you can download it [http://www.microsoft.com/downloads/details.aspx?FamilyId=C243A5AE-4BD1-4E3D-94B8-5A0F62BF7796 here]&lt;br /&gt;
* Open a New Query window either by clicking New Query button on the toolbar or going to File -&amp;gt; New -&amp;gt; Query with Current Connection or using the shortcut Ctrl+N&lt;br /&gt;
* Type the following into the query window and execute (F5) to detach the dragon age database from the data files&lt;br /&gt;
 use master&lt;br /&gt;
 go&lt;br /&gt;
 sp_detach_db 'bw_dragonage_content'&lt;br /&gt;
 go&lt;br /&gt;
* Move the database files to the new location&lt;br /&gt;
* Type the following into the query window and execute (F5) to attach the dragon age database to the data files&lt;br /&gt;
 use master&lt;br /&gt;
 go &lt;br /&gt;
 sp_attach_db 'bw_dragonage_content','&amp;lt;path to the .mdf file&amp;gt;\bw_dragonage_content.mdf','&amp;lt;path to the .ldf file&amp;gt;\bw_dragonage_content.ldf'&lt;br /&gt;
 go&lt;br /&gt;
* To check the path to the data files, you can type the following into the query window and execute it&lt;br /&gt;
 use bw_dragonage_content&lt;br /&gt;
 go&lt;br /&gt;
 sp_helpfile&lt;br /&gt;
 go&lt;br /&gt;
&lt;br /&gt;
This [http://support.microsoft.com/kb/224071 Microsoft KB article] has more details, if required.&lt;br /&gt;
&lt;br /&gt;
== Uninstallation ==&lt;br /&gt;
&lt;br /&gt;
An uninstaller shortcut is available from the same start menu folder as the toolset itself. It will autodetect the location you installed the toolset in, display it to you to confirm that this is correct, and then after you click &amp;quot;next&amp;quot; it will ask which components to uninstall.&lt;br /&gt;
&lt;br /&gt;
* Core Resources - uninstalled by default, this is the toolset itself.&lt;br /&gt;
* Database - Since the uninstaller can't automatically determine if you're using SQLServer Express purposes other than just the Dragon Age toolset, SQLServer is ''not'' uninstalled automatically by default. To have the uninstaller remove the database server as well, unselect this checkbox.&lt;br /&gt;
&lt;br /&gt;
The uninstaller is generated on installation and therefore isn't signed. This may cause Vista to complain under some circumstances but shouldn't affect the uninstaller's functioning.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
See [[installation troubleshooting]] for a list of common problems that can occur during installation and how to correct or work around them.&lt;br /&gt;
&lt;br /&gt;
If you experience a crash, logs can be found in &amp;lt;code&amp;gt;My Documents\BioWare\Dragon Age\Toolset\logs&amp;lt;/code&amp;gt;. The log filenames will include the date on which the log file was created. Sending in a log will help greatly with bug fixing.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
Documentation is currently provided via the wiki at:&lt;br /&gt;
&lt;br /&gt;
http://social.bioware.com/wiki/datoolset/&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
[[Category:Toolset installation]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Bug:_New_level_doesn%27t_work_correctly&amp;diff=19873</id>
		<title>Bug: New level doesn't work correctly</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Bug:_New_level_doesn%27t_work_correctly&amp;diff=19873"/>
				<updated>2018-01-06T14:40:41Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*'''Version found:''' Final&lt;br /&gt;
*'''Status:''' Solved&lt;br /&gt;
*'''Related:''' [[Bug: Water plane missing in-game]], [[Bug: Bulder to Player with new level issue]].&lt;br /&gt;
== Description ==&lt;br /&gt;
After I did &amp;quot;Do all local posts&amp;quot; to my custom made levels doesn't work correctly in game though there is no water plane or exterior. There are no problems with models and all necessary components for Toolset are installed.&lt;br /&gt;
&lt;br /&gt;
== Workarounds ==&lt;br /&gt;
It doesn't matter what your custom levels are like: interior or exterior. You have to always port your levels not from you module but from Single Player. You can do it from [[manage modules]], and then once you've posted it you'll need to manually copy the resulting files from the single player [[override directory]] into your addin's override directory.&lt;br /&gt;
&lt;br /&gt;
[[Category:Toolset bugs]]&lt;br /&gt;
[[Category:Level layout bugs]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19872</id>
		<title>Adding custom level tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19872"/>
				<updated>2018-01-06T14:40:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: /* Useful links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author: Ladyofpayne&lt;br /&gt;
*3ds max (gmax) no older than 2011 year - Eshme Import/Export DAO Tools doesn't work with new versions.&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] - Script for 3s max&lt;br /&gt;
*Dragon Age Origins and Dragon Age Toolset - install it in the same folder as the game.&lt;br /&gt;
*Adobe Photoshop and Nvidia DDS Plugin for textures.&lt;br /&gt;
*[http://social.bioware.com/project/2637/ mesh lightmap fixes] - Install this project.&lt;br /&gt;
*Engine won't work with models bigger than 45 000 polygons and 30 000 vertexes. Even if it works still make sure your model isn't too complex - Lightmapping render can be failed.&lt;br /&gt;
&lt;br /&gt;
'''Before we begin extract all DAO resources and keep it somewhere. You will need them.'''&lt;br /&gt;
&lt;br /&gt;
You can use also the toolset to extract the model and textures, but fisrt you need to know the name of what you are looking for, in the tooset go File-&amp;gt;Open file-&amp;gt; /packages/core/data/modelmeshdata.erf there you have some strings to help you find the models:&lt;br /&gt;
&lt;br /&gt;
armours: arm_ +armour type; gloves: glv_; boots: boo_; clothes: cth_; robes: rob_; helmets:hlh_; weapons: w_+ weapon type; shield:w_shd; hair: har_; props:prp_;placeabes:plc_;&lt;br /&gt;
creature: c_; npc creatures: cn_; children: kn_;&lt;br /&gt;
&lt;br /&gt;
for races and genders you have human/elf/dwarf/qunari followed by the gender female/male, so human male: hm_; dwarf female: df_; etc.&lt;br /&gt;
&lt;br /&gt;
*'''in the modelmeshdata.erf you need extract the .msh files''' the _0 files are the model you see in game when using the armour/cloth, the _2 and _3 files are the low level of detail (LOD) models, when other NPCs are using them and they are far away from you.&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/modelmeshhierarchy.erf you need extract the .mmh and .phy files.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/materialobjects.erf you need to extract the .mao file.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the files .../core/data/textures.erf (props, placeables) and/or .../core/textures/high/textures.erf (characters and armours) you need to extract the .dds files''', in those files the letter for the races in the file's name are changed to p, so human male, dwarf male, elf male, qunari male are all: pm_, because they all use the same texture.&lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Watch where you install Eshme script - program files(x86) for 32 programs at 64 bit computers. Eshme script and the game have to be in one folder of program files.&lt;br /&gt;
&lt;br /&gt;
Take Eshme Import/Export: Startup, YAGG and  DAOTools -&amp;gt; put into C(your disc):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
&lt;br /&gt;
If your installation is correct them when you first open 3d man you will see window with the settings&lt;br /&gt;
&lt;br /&gt;
In Game Path HAVE to be  folder of the game C:\Program Files (x86)\Dragon Age, in Export Path folder Override in folders C:\Program Files (x86)\Dragon Age\packages\core\override.&lt;br /&gt;
&lt;br /&gt;
Next sctar of 3d max you can begin your work in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Size of the texture have to be :4 1024 -&amp;gt; 2048 -&amp;gt; 4096 -&amp;gt; 8192. You will need 3 type of them and you probably need to connect textures because DAO engine works only with one material at one model. Put them all in one file and make the same posistion for each part of every type:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Diffuse map. Has &amp;quot;_d&amp;quot; letter in the name. What your model will looks like. Create Alpha channel and make it white inless you have parts than need to have &amp;quot;holes&amp;quot; in it. Then it will looks like that:&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha1ex.png|border]]&lt;br /&gt;
&lt;br /&gt;
2) Normal map. Has &amp;quot;_n&amp;quot; letter in the name. It is grey texture. Just save your Diffuse map with this settings:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How it has to looks like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalex.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Spectacular map. Has &amp;quot;_s&amp;quot; letter in the name and '''necessary for the lightmapping'''. Just take duffise texture the modify it image-&amp;gt; adjustments -&amp;gt;brightness brightness:45, contrast: 95 and copy its blue channel to alpa. The texture is ready.&lt;br /&gt;
&lt;br /&gt;
Save you textures. Normal map settings is listed above. Diffuse and Spectacular settings:&lt;br /&gt;
&lt;br /&gt;
[[File:Therestsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) All textures put into '''Documents\BioWare\Dragon Age\AddIns\your Module_ID\module\override''' in the same folders as models. Each model has to be organised and be in it's own folder. Make sure each model has all 3 types of textures and each type has it's letter. '''Example:''' prp_namemodel_'''0d''', prp_namemodel_'''0n''', prp_namemodel_'''0s'''.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Select your model and on the panel above use '''Rendering-&amp;gt; Material editor-&amp;gt; Compact material editor''' Then click on '''Get Material''' and choose from the list '''Dragon Age Material'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
In '''Material Type''' choose '''Prop Default''', in '''Render Semantics''' – '''Default (Opaque Prop)\ Trasparent if you have any transparency'''. Select your texture in '''Texture Maps''' - diffuse, normal and specular. Select your model and click on '''Assign Material to Selection''' (1) and use '''Show Map in Viewport''' (2). Now give your material proper name without '''_0''' in the end. Example: if your model texture is named is prp_orl_bed_0d name the material prp_orl_bed.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_material.png|border]]&lt;br /&gt;
&lt;br /&gt;
== More than one texture ==&lt;br /&gt;
Necessary step if you connect more then one texture for a model. But even if your model has only one texture it is better to make sure evertything is correct.&lt;br /&gt;
&lt;br /&gt;
Select your model and then open '''Modifiers-&amp;gt; UV Coordinates- &amp;gt; Unwrap UVW'''&lt;br /&gt;
&lt;br /&gt;
You will see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Editingmaterials.png|border]]&lt;br /&gt;
&lt;br /&gt;
Geen lines are coordinates of textures on the model. '''Dragon age: Oginins engine  work with only one material and can &amp;quot;see&amp;quot; everything ONLY inside the bolder square form the picture.''' WChoose as background texture if your model and now move all green lines so it will cover it like is has to be. You can move materials one by one by choosing them in All ID's. You can change scale of coordinates, rotate them and do all manipulations you see necessary to make your coordinates fit to texture inside the square just like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Mated2.png|border]]&lt;br /&gt;
&lt;br /&gt;
Save and close Unwrap UVW.&lt;br /&gt;
&lt;br /&gt;
== 3d Max ==&lt;br /&gt;
After you finish working with the materials and the textures you can work with the model now. If your model looks rough change it by '''Right click -&amp;gt; convert to Editable Poly-&amp;gt; Vertex-&amp;gt; Select all (CTRL+ A)-&amp;gt; Weld'''. Before next step finish all fixes: '''Unwrap UVW, material and textures.''' If you move to next step without fixing you have to redo it from the beginning later.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_Convertintomesh.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
1 - Right click on a model and select '''&amp;quot;Convert into editable poly&amp;quot;'''&amp;gt; In '''modifier list choose and add 2 Unwrap UVW''' to your model. In the second one you have to change '''map channel''' to 2 - this is the channel needed for lighmapping.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_cuteditmaterials.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - For the rest part you need to look for this video becaue I cannot describe how this part supposed to work but you have to follow my instructions while you working with the materials. [https://youtu.be/m8DFXmIGJZc Dragon Age Modding: Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - While you using '''Runscript-&amp;gt; manage models''' -&amp;gt; look for your models and make sure they have those settings. Change collision Walkable\ Non walkable if this object lies on the floor.&lt;br /&gt;
Mesh:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletealll.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Collision:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletepixel.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 - Run script-&amp;gt; export and name your files with '''_0''' in the end. '''EXAMPLE:''' prp_yourmodel_0. Since you use textures for the whole group you folders for each model has to be in one big folder for your group. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_materialgroup.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
5 - After you port the model open MAO file with the Notepad and '''JUST''' after line '''&amp;lt;DefaultSemantic Name=&amp;quot;Blend&amp;quot;&amp;gt;&amp;lt;/DefaultSemantic&amp;gt;''' add this line '''&amp;lt;Texture Name=&amp;quot;mml_tLightmap&amp;quot; ResName=&amp;quot;LM.dds&amp;quot; RequiresID=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;'''. Now save the file.&lt;br /&gt;
&lt;br /&gt;
== Models for scaling ==&lt;br /&gt;
You can test the collision by pressing button &amp;quot;Fade cutaway&amp;quot; and see which models disappear - those don't have collision. You can change it by set '''Override Cutaway: false''' if you use model without collision. Now press &amp;quot;Fade cutaway&amp;quot; - the model will be in level now. You don't have collision to cover your whole model- you need it cover only part on the ground so your character won't walk through the model.&lt;br /&gt;
=== Level ===&lt;br /&gt;
*&amp;quot;wallfull1_0&amp;quot; - '''Both'''. Wall with collision. Use it when you need wall.&lt;br /&gt;
*&amp;quot;wallfulldoor1_0&amp;quot; - '''Both'''. Door arch with collision. Use it when you need an arch without door.&lt;br /&gt;
*&amp;quot;support1_0&amp;quot; - '''Both'''. Two columns with collision. Use it when you need column- collision is cylindric form.&lt;br /&gt;
*tti_top01_01 - '''TTI ONLY.Celing without collision. '''Use it when you need an item on the ceiling without collision.&lt;br /&gt;
&lt;br /&gt;
=== Props ===&lt;br /&gt;
*prp_painting_01_0 - painting on a wall with collision.&lt;br /&gt;
*prp_chestornat01_0 - chest with collision.&lt;br /&gt;
*prp_chair_01_0 - chair with collision.&lt;br /&gt;
*prp_table_01_0 - table with collision.&lt;br /&gt;
*prp_tevbookshelf1_0 - bookshelf with collision.&lt;br /&gt;
*prp_vase_01_0 - vase with collision.&lt;br /&gt;
*prp_bed01_0 - bed with collision.&lt;br /&gt;
*prp_cand04_0 - chandelier from above no collision.&lt;br /&gt;
*prp_dwfrug2_0 - rug on the floor.&lt;br /&gt;
*fca_floor01_0 - floor with collision.&lt;br /&gt;
&lt;br /&gt;
== Export==&lt;br /&gt;
&lt;br /&gt;
Save your '''.LVL''' files in Documents\BioWare\Dragon Age\AddIns\your Module_ID\core\env. Make sure '''.ERF''' and '''.ERF.BACK''' are here too after you press &amp;quot;Do All Local post&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1) '''NOTE:ALWAYS port your custom levels from SINGLE PLAYER!''' Manage modules-&amp;gt; Single Player-&amp;gt; open your '''LVL''' there.&lt;br /&gt;
&lt;br /&gt;
2) Add minimap. Right click, then select Minimap &amp;gt; Minimap Selection Tool. The default green box appears. Right click on the area again, Minimap &amp;gt; Post Minimap to Local. It's possible to handcraft or refine the minimap, as detailed under [[Custom minimaps]].&lt;br /&gt;
&lt;br /&gt;
3) Press Button '''&amp;quot;Render lightmaps&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
4) Press button  '''&amp;quot;Set Start point&amp;quot;''' for Pathfinding -&amp;gt; Press button '''&amp;quot;Generate pathfinding&amp;quot;'''. '''NOTE:  Pathfinding is not possible for two overlapping height levels. Also generation fails if you put the start point in collision (non-walkable part) so watch carefully where do you put it.'''&lt;br /&gt;
&lt;br /&gt;
5) Press button  '''&amp;quot;Do All Local post&amp;quot;''' - this will export your level and you can use it in your area. Files will be ported into Documents\BioWare\Dragon Age\Toolset. Or use Search for each location name in Documents.&lt;br /&gt;
&lt;br /&gt;
6) All files have to be in folder in '''Documents\BioWare\Dragon Age\addins\your Module_ID\packages\core\override'''. Each model has to be organised and be in it's own folder. Your Custom model and texture files has to be in the same folder as your ported Levels.&lt;br /&gt;
&lt;br /&gt;
Make sure that your folder has all type of files also with folders Textures and trees. &lt;br /&gt;
&lt;br /&gt;
'''NOTE: When you will make Builder to Player packed you will be asked to delete some of files NEVER DO THAT! Instead before creeating create different folder with the same name toolsetexport and keep there all you level files and custom level models. Keep also all your custom model armor and items in new folder override. After that create Builder to Player withou these files and look for next step'''&lt;br /&gt;
&lt;br /&gt;
7) [https://datoolsetblog.wordpress.com/ Dr. dummie addition]&lt;br /&gt;
&lt;br /&gt;
It is well known issue with B2P exporter when your file have more then two dots in name. Usually it is with *.gpu.rim files so here is simple how-to to pack your areas into dazip.&lt;br /&gt;
&lt;br /&gt;
So you go ahead and create your dazip file without your areas. I’m not gonna explain here how to create dazip file, I assume you already know how to do that.  Now when you have your file ready, open it with 7-zip (you can also do the same with any app which can open zip files – note that dazip is just a renamed zip file).&lt;br /&gt;
&lt;br /&gt;
'''SO WHEN YOU HAVE OPENED YOUR DAZIP FILE WITH 7 ZIP:'''&lt;br /&gt;
&lt;br /&gt;
* Navigate into “contents” -&amp;gt; “packages” – &amp;gt; “core” folder.&lt;br /&gt;
&lt;br /&gt;
* There should already be a “data” folder. If there is already folder named “override” you are ready to go. If not -&amp;gt; Right click onto view and select “Create folder” and name it “override” (without quotes of course). Here I usually create another folder into override named “env_short_name_of_my_mod” like “env_yad” to keep things grouped, but it’s not needed.&lt;br /&gt;
&lt;br /&gt;
* Drag your areas into that folder. They will be automatically added to dazip file. Exported areas are usually grouped into folder named by your exported level name which you have set up in your level editor.&lt;br /&gt;
&lt;br /&gt;
'''SOME NOTES:'''&lt;br /&gt;
&lt;br /&gt;
Be aware that anything you put in packages/core/override folder  can override all other resources from game if they have same name.&lt;br /&gt;
&lt;br /&gt;
When dazip is installed with damodder, it will unpack your areas into packages/core/override on target system.&lt;br /&gt;
&lt;br /&gt;
'''ON TARGET SYSTEM:'''&lt;br /&gt;
&lt;br /&gt;
Your areas (levels) will be unpacked into ../packages/core/override/env_your_mod_short_name/..&lt;br /&gt;
&lt;br /&gt;
If user wants to uninstall mod, he must also manually delete “env_your_mod_short_name” folder from “../packages/core/override/..” folders in their documents folder after mod uninstall with damodder.&lt;br /&gt;
&lt;br /&gt;
If not, your areas and items will be, or can be, used by game further on (other modders can use your areas, and items will continue to override other same named resources in main game).&lt;br /&gt;
&lt;br /&gt;
You can use similar procedure for almost any resource from the game. You just need to follow exact same folder structure as in your mod, remember, mod is working on your PC with your files without any erf files or similar.&lt;br /&gt;
&lt;br /&gt;
8- Done. You module is ready to play.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
*[[Installing the toolset]] - very important for program troubleshooting. NVIDIA_PhysX section- if you have pathfinding generation problems.&lt;br /&gt;
*[[Bug: Water plane missing in-game]] - how to fix this bug and make your water appear in the game.&lt;br /&gt;
*[[Bug: New level doesn't work correctly]] - how to fix it if your level doesnt work.&lt;br /&gt;
*[[Bug: Bulder to Player with new level issue]] - description of the bug.&lt;br /&gt;
*[[Lighting Tutorial]] - Lightmapping  troubleshooting.&lt;br /&gt;
*[[Level Editor Tutorial]] and [[Level tutorial]] - General advises.&lt;br /&gt;
*[[Adding custom armor tutorial]] - How to add your own armor.&lt;br /&gt;
*[[Adding custom shield tutorial]] - How to add your own shield.&lt;br /&gt;
*The .lvl files from DAO [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;
*[http://www.greentoken.de/onlineconv/ 3D converter]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Bug:_Bulder_to_Player_with_new_level_issue&amp;diff=19871</id>
		<title>Bug: Bulder to Player with new level issue</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Bug:_Bulder_to_Player_with_new_level_issue&amp;diff=19871"/>
				<updated>2018-01-06T14:39:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: Created page with &amp;quot;*'''Version found:''' Final *'''Status:''' Solved *'''Related:''' Bug: New level doesn't work correctly. == Description == I have new level for my module and after I did &amp;quot;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*'''Version found:''' Final&lt;br /&gt;
*'''Status:''' Solved&lt;br /&gt;
*'''Related:''' [[Bug: New level doesn't work correctly]].&lt;br /&gt;
== Description ==&lt;br /&gt;
I have new level for my module and after I did &amp;quot;Bulder to Player&amp;quot; it ask to delete some files. When I do it my level doesn't work correctly later. There are no problems with models and all necessary components for Toolset are installed.&lt;br /&gt;
&lt;br /&gt;
== Workarounds ==&lt;br /&gt;
[https://datoolsetblog.wordpress.com/ Dr. dummie addition]&lt;br /&gt;
&lt;br /&gt;
It is well known issue with B2P exporter when your file have more then two dots in name. Usually it is with *.gpu.rim files so here is simple how-to to pack your areas into dazip.&lt;br /&gt;
&lt;br /&gt;
So you go ahead and create your dazip file without your areas. I’m not gonna explain here how to create dazip file, I assume you already know how to do that.  Now when you have your file ready, open it with 7-zip (you can also do the same with any app which can open zip files – note that dazip is just a renamed zip file).&lt;br /&gt;
&lt;br /&gt;
'''SO WHEN YOU HAVE OPENED YOUR DAZIP FILE WITH 7 ZIP:'''&lt;br /&gt;
&lt;br /&gt;
* Navigate into “contents” -&amp;gt; “packages” – &amp;gt; “core” folder.&lt;br /&gt;
&lt;br /&gt;
* There should already be a “data” folder. If there is already folder named “override” you are ready to go. If not -&amp;gt; Right click onto view and select “Create folder” and name it “override” (without quotes of course). Here I usually create another folder into override named “env_short_name_of_my_mod” like “env_yad” to keep things grouped, but it’s not needed.&lt;br /&gt;
&lt;br /&gt;
* Drag your areas into that folder. They will be automatically added to dazip file. Exported areas are usually grouped into folder named by your exported level name which you have set up in your level editor.&lt;br /&gt;
&lt;br /&gt;
'''SOME NOTES:'''&lt;br /&gt;
&lt;br /&gt;
Be aware that anything you put in packages/core/override folder  can override all other resources from game if they have same name.&lt;br /&gt;
&lt;br /&gt;
When dazip is installed with damodder, it will unpack your areas into packages/core/override on target system.&lt;br /&gt;
&lt;br /&gt;
'''ON TARGET SYSTEM:'''&lt;br /&gt;
&lt;br /&gt;
Your areas (levels) will be unpacked into ../packages/core/override/env_your_mod_short_name/..&lt;br /&gt;
&lt;br /&gt;
If user wants to uninstall mod, he must also manually delete “env_your_mod_short_name” folder from “../packages/core/override/..” folders in their documents folder after mod uninstall with damodder.&lt;br /&gt;
&lt;br /&gt;
If not, your areas and items will be, or can be, used by game further on (other modders can use your areas, and items will continue to override other same named resources in main game).&lt;br /&gt;
&lt;br /&gt;
You can use similar procedure for almost any resource from the game. You just need to follow exact same folder structure as in your mod, remember, mod is working on your PC with your files without any erf files or similar.&lt;br /&gt;
&lt;br /&gt;
[[Category:Toolset bugs]]&lt;br /&gt;
[[Category:Level layout bugs]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Known_issues&amp;diff=19870</id>
		<title>Known issues</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Known_issues&amp;diff=19870"/>
				<updated>2018-01-06T14:35:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: /* Toolset Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is somewhat redundant as it duplicates things from pages such as [[Installation troubleshooting]].  However, it is gathering place for issues related to specific builds, along with plans to fix them.&lt;br /&gt;
&lt;br /&gt;
We're now moving detailed bug reports to individual pages, grouped in the category [[:Category:Toolset bugs|Toolset bugs]]. See [[Reporting a bug]] for instructions on how to submit bugs. This page will remain as a high-level summary of current known issues.&lt;br /&gt;
&lt;br /&gt;
==Final Build==&lt;br /&gt;
===Toolset Issues===&lt;br /&gt;
*[[Bug: Out of memory message]]&lt;br /&gt;
*[[Bug: New level doesn't work correctly]]&lt;br /&gt;
*[[Bug: Bulder to Player with new level issue]]&lt;br /&gt;
&lt;br /&gt;
==Build 1.0.1008.0 (Installer Version 1.01)==&lt;br /&gt;
===Installer Issues===&lt;br /&gt;
&lt;br /&gt;
*[[Bug: Cannot open file for writing C:\Program Files\BioWare\...]]&lt;br /&gt;
&lt;br /&gt;
====[[Unable to connect to the database]]====&lt;br /&gt;
Unfortunately this will always be a potential issue, as it is an issue with connecting to SQL Server 2005 Express, which can fail in as many ways as there are users.  The latest help can be found [[Unable to connect to the database|here]].&lt;br /&gt;
&lt;br /&gt;
===Toolset Issues===&lt;br /&gt;
&lt;br /&gt;
*[[Bug: SpeedTree rendering distance]] - it has been reported that in at least one case a user can't set his tree rendering distance above 20m.&lt;br /&gt;
*[[Bug: ConfigureToolset application fails to set a registry key ]]. This bug requires a workaround if you need to use ConfigureToolset to change your database settings.&lt;br /&gt;
*[[Bug: Computer names with non-English characters can cause checkout problems]]. This can cause checked-out resources to be recognized as checked out to the wrong user, making them impossible to edit.&lt;br /&gt;
*[[Bug: Unable to save a new module]]. This can occur for users with long usernames.&lt;br /&gt;
*[[Bug: Water plane missing in-game]]. Level art that's posted when not in the single player module is missing its water planes.&lt;br /&gt;
&lt;br /&gt;
==Build 1.0.982.19 (Installer Version 1.00)==&lt;br /&gt;
===Installation Issues===&lt;br /&gt;
*[[Bug: Endless reboot cycles after install under Windows XP SP 2]]&lt;br /&gt;
*[[Installation into a directory with a long path name]] (this arose with Steam installations in particular)&lt;br /&gt;
*[[Bug: Installer hangs at the stage of Execute:regsvr32.exe /s &amp;quot;C:\Dragon Age\tools\Engine.dll&amp;quot;]]&lt;br /&gt;
*[[Bug: Cannot open file for writing C:\Program Files\BioWare\...]]&lt;br /&gt;
&lt;br /&gt;
====[[Unable to connect to the database]]====&lt;br /&gt;
Unfortunately this will always be a potential issue, as it is an issue with connecting to SQL Server 2005 Express, which can fail in as many ways as there are users.  The latest help can be found [[Unable to connect to the database|here]].&lt;br /&gt;
&lt;br /&gt;
===Toolset Issues===&lt;br /&gt;
&lt;br /&gt;
*[[Bug: GFF and ERF editors require a keyfile]]&lt;br /&gt;
*[[Bug: FaceFX not appearing in menus]]&lt;br /&gt;
*[[Bug: Lightmapper causes shading artifacts along chunk boundaries]]&lt;br /&gt;
*[[Bug: Water plane missing in-game]] - If you create a level with a water plane in it, the water is appearing properly in the toolset, but is non-existent in the game.  &lt;br /&gt;
*[[Bug: Toolset freezes when exporting or compiling]]&lt;br /&gt;
&lt;br /&gt;
====Exporting resources can cause the main campaign to fail, and can corrupt savegames made after installation====&lt;br /&gt;
*See [[Plot GUID bug]], or http://social.bioware.com/forum/1/topic/8/index/114380 for more details, and for information on how to clean up after this error strikes.&lt;br /&gt;
&lt;br /&gt;
An incompatibility has been discovered between the core resources in the database released with the toolset and the core resources used by the existing main campaign. This can cause the main campaign to stop working correctly after any resources are exported from the toolset.&lt;br /&gt;
&lt;br /&gt;
{{Dashedborder|This is fixed in version 1.01 of the toolset.  The underlying problem was identified and fixed, and a new set of core resources has been put into the database that does not give this problem anymore.}}&lt;br /&gt;
&lt;br /&gt;
== Older known issues (Beta issues, needs cleanup) ==&lt;br /&gt;
&lt;br /&gt;
=== Build 925 issues ===&lt;br /&gt;
&lt;br /&gt;
When working on a multiple-monitor system, it is possible that rearranging the monitors will cause the previously-recorded default location of popup windows such as &amp;quot;manage modules&amp;quot; to be off the edge of the display area where it can't be seen or manipulated. This can lock up the toolset, since the toolset won't respond until the popup is dismissed. To reset the position of the popup windows, delete the file &amp;quot;My Documents\BioWare\Dragon Age\Toolset\Layouts3.xml&amp;quot;. It will be recreated the next time the toolset is run using default values.&lt;br /&gt;
&lt;br /&gt;
=== Build 888 issues ===&lt;br /&gt;
&lt;br /&gt;
Build 888 and subsequent builds has some built-in assumptions that it will be installed in &amp;quot;Program Files\Dragon Age&amp;quot;. If it's installed elsewhere, the resource processor (used during certain resource exports, the generation of VO, FaceFX, and other activities) will become confused and fail with log messages such as &amp;quot;Unable to load C:\Programme\Dragon Age\tools\ResourceBuild/Settings/ResourceBuilder.xml&amp;quot; or &amp;quot;Failed to copy template 'C:\Program Files\Dragon Age\tools\ResourceBuild\Processors\VO_template_project.fdp' to 'C:\DOCUME~1\Owner\LOCALS~1\Temp\DragonAgePlaceholderVO\VO_template_project.fdp'&amp;quot; To correct this, go to the Tools -&amp;gt; Options -&amp;gt; Environment -&amp;gt; Resource Build Path setting and correct the path listed there to point to the resource builder's actual location.&lt;br /&gt;
&lt;br /&gt;
This appears to have been resolved in 1.0.982.0&lt;br /&gt;
&lt;br /&gt;
=== Build 773 issues ===&lt;br /&gt;
&lt;br /&gt;
*If you use resource history to view past revisions of a large conversation and then try to diff two of them, the toolset will crash. You can diff small conversations correctly. It's not known exactly what the cutoff between &amp;quot;large&amp;quot; and &amp;quot;small&amp;quot; conversations are as far as this bug is concerned.&lt;br /&gt;
&lt;br /&gt;
*Under Vista, the default install of MSSQL doesn't support multiple different user accounts on the same machine. Attempting to start the toolset from the wrong user account will pop up an error advising that you use the configuration tool to correct the database settings, but the database settings are not in error - it's the database server itself that's refusing to cooperate. One possible solution is to use SQL Server Management Studio Express to set up MSSQL properly.&lt;br /&gt;
&lt;br /&gt;
* When loading a saved game file, areas and objects contained therein are loaded from the save rather than the game resource. This means that if you save your game inside an area, make changes to the area and export them using the toolset, and then reload your game, none of the changes will appear. The changes will only appear if you start a new game. This affects objects such as waypoints, creatures, placeables, and so on.&lt;br /&gt;
&lt;br /&gt;
{{languages}}&lt;br /&gt;
[[Category:Toolset installation]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19868</id>
		<title>Adding custom level tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19868"/>
				<updated>2018-01-05T18:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: /* Export */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author: Ladyofpayne&lt;br /&gt;
*3ds max (gmax) no older than 2011 year - Eshme Import/Export DAO Tools doesn't work with new versions.&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] - Script for 3s max&lt;br /&gt;
*Dragon Age Origins and Dragon Age Toolset - install it in the same folder as the game.&lt;br /&gt;
*Adobe Photoshop and Nvidia DDS Plugin for textures.&lt;br /&gt;
*[http://social.bioware.com/project/2637/ mesh lightmap fixes] - Install this project.&lt;br /&gt;
*Engine won't work with models bigger than 45 000 polygons and 30 000 vertexes. Even if it works still make sure your model isn't too complex - Lightmapping render can be failed.&lt;br /&gt;
&lt;br /&gt;
'''Before we begin extract all DAO resources and keep it somewhere. You will need them.'''&lt;br /&gt;
&lt;br /&gt;
You can use also the toolset to extract the model and textures, but fisrt you need to know the name of what you are looking for, in the tooset go File-&amp;gt;Open file-&amp;gt; /packages/core/data/modelmeshdata.erf there you have some strings to help you find the models:&lt;br /&gt;
&lt;br /&gt;
armours: arm_ +armour type; gloves: glv_; boots: boo_; clothes: cth_; robes: rob_; helmets:hlh_; weapons: w_+ weapon type; shield:w_shd; hair: har_; props:prp_;placeabes:plc_;&lt;br /&gt;
creature: c_; npc creatures: cn_; children: kn_;&lt;br /&gt;
&lt;br /&gt;
for races and genders you have human/elf/dwarf/qunari followed by the gender female/male, so human male: hm_; dwarf female: df_; etc.&lt;br /&gt;
&lt;br /&gt;
*'''in the modelmeshdata.erf you need extract the .msh files''' the _0 files are the model you see in game when using the armour/cloth, the _2 and _3 files are the low level of detail (LOD) models, when other NPCs are using them and they are far away from you.&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/modelmeshhierarchy.erf you need extract the .mmh and .phy files.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/materialobjects.erf you need to extract the .mao file.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the files .../core/data/textures.erf (props, placeables) and/or .../core/textures/high/textures.erf (characters and armours) you need to extract the .dds files''', in those files the letter for the races in the file's name are changed to p, so human male, dwarf male, elf male, qunari male are all: pm_, because they all use the same texture.&lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Watch where you install Eshme script - program files(x86) for 32 programs at 64 bit computers. Eshme script and the game have to be in one folder of program files.&lt;br /&gt;
&lt;br /&gt;
Take Eshme Import/Export: Startup, YAGG and  DAOTools -&amp;gt; put into C(your disc):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
&lt;br /&gt;
If your installation is correct them when you first open 3d man you will see window with the settings&lt;br /&gt;
&lt;br /&gt;
In Game Path HAVE to be  folder of the game C:\Program Files (x86)\Dragon Age, in Export Path folder Override in folders C:\Program Files (x86)\Dragon Age\packages\core\override.&lt;br /&gt;
&lt;br /&gt;
Next sctar of 3d max you can begin your work in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Size of the texture have to be :4 1024 -&amp;gt; 2048 -&amp;gt; 4096 -&amp;gt; 8192. You will need 3 type of them and you probably need to connect textures because DAO engine works only with one material at one model. Put them all in one file and make the same posistion for each part of every type:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Diffuse map. Has &amp;quot;_d&amp;quot; letter in the name. What your model will looks like. Create Alpha channel and make it white inless you have parts than need to have &amp;quot;holes&amp;quot; in it. Then it will looks like that:&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha1ex.png|border]]&lt;br /&gt;
&lt;br /&gt;
2) Normal map. Has &amp;quot;_n&amp;quot; letter in the name. It is grey texture. Just save your Diffuse map with this settings:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How it has to looks like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalex.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Spectacular map. Has &amp;quot;_s&amp;quot; letter in the name and '''necessary for the lightmapping'''. Just take duffise texture the modify it image-&amp;gt; adjustments -&amp;gt;brightness brightness:45, contrast: 95 and copy its blue channel to alpa. The texture is ready.&lt;br /&gt;
&lt;br /&gt;
Save you textures. Normal map settings is listed above. Diffuse and Spectacular settings:&lt;br /&gt;
&lt;br /&gt;
[[File:Therestsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) All textures put into '''Documents\BioWare\Dragon Age\AddIns\your Module_ID\module\override''' in the same folders as models. Each model has to be organised and be in it's own folder. Make sure each model has all 3 types of textures and each type has it's letter. '''Example:''' prp_namemodel_'''0d''', prp_namemodel_'''0n''', prp_namemodel_'''0s'''.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Select your model and on the panel above use '''Rendering-&amp;gt; Material editor-&amp;gt; Compact material editor''' Then click on '''Get Material''' and choose from the list '''Dragon Age Material'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
In '''Material Type''' choose '''Prop Default''', in '''Render Semantics''' – '''Default (Opaque Prop)\ Trasparent if you have any transparency'''. Select your texture in '''Texture Maps''' - diffuse, normal and specular. Select your model and click on '''Assign Material to Selection''' (1) and use '''Show Map in Viewport''' (2). Now give your material proper name without '''_0''' in the end. Example: if your model texture is named is prp_orl_bed_0d name the material prp_orl_bed.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_material.png|border]]&lt;br /&gt;
&lt;br /&gt;
== More than one texture ==&lt;br /&gt;
Necessary step if you connect more then one texture for a model. But even if your model has only one texture it is better to make sure evertything is correct.&lt;br /&gt;
&lt;br /&gt;
Select your model and then open '''Modifiers-&amp;gt; UV Coordinates- &amp;gt; Unwrap UVW'''&lt;br /&gt;
&lt;br /&gt;
You will see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Editingmaterials.png|border]]&lt;br /&gt;
&lt;br /&gt;
Geen lines are coordinates of textures on the model. '''Dragon age: Oginins engine  work with only one material and can &amp;quot;see&amp;quot; everything ONLY inside the bolder square form the picture.''' WChoose as background texture if your model and now move all green lines so it will cover it like is has to be. You can move materials one by one by choosing them in All ID's. You can change scale of coordinates, rotate them and do all manipulations you see necessary to make your coordinates fit to texture inside the square just like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Mated2.png|border]]&lt;br /&gt;
&lt;br /&gt;
Save and close Unwrap UVW.&lt;br /&gt;
&lt;br /&gt;
== 3d Max ==&lt;br /&gt;
After you finish working with the materials and the textures you can work with the model now. If your model looks rough change it by '''Right click -&amp;gt; convert to Editable Poly-&amp;gt; Vertex-&amp;gt; Select all (CTRL+ A)-&amp;gt; Weld'''. Before next step finish all fixes: '''Unwrap UVW, material and textures.''' If you move to next step without fixing you have to redo it from the beginning later.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_Convertintomesh.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
1 - Right click on a model and select '''&amp;quot;Convert into editable poly&amp;quot;'''&amp;gt; In '''modifier list choose and add 2 Unwrap UVW''' to your model. In the second one you have to change '''map channel''' to 2 - this is the channel needed for lighmapping.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_cuteditmaterials.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - For the rest part you need to look for this video becaue I cannot describe how this part supposed to work but you have to follow my instructions while you working with the materials. [https://youtu.be/m8DFXmIGJZc Dragon Age Modding: Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - While you using '''Runscript-&amp;gt; manage models''' -&amp;gt; look for your models and make sure they have those settings. Change collision Walkable\ Non walkable if this object lies on the floor.&lt;br /&gt;
Mesh:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletealll.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Collision:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletepixel.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 - Run script-&amp;gt; export and name your files with '''_0''' in the end. '''EXAMPLE:''' prp_yourmodel_0. Since you use textures for the whole group you folders for each model has to be in one big folder for your group. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_materialgroup.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
5 - After you port the model open MAO file with the Notepad and '''JUST''' after line '''&amp;lt;DefaultSemantic Name=&amp;quot;Blend&amp;quot;&amp;gt;&amp;lt;/DefaultSemantic&amp;gt;''' add this line '''&amp;lt;Texture Name=&amp;quot;mml_tLightmap&amp;quot; ResName=&amp;quot;LM.dds&amp;quot; RequiresID=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;'''. Now save the file.&lt;br /&gt;
&lt;br /&gt;
== Models for scaling ==&lt;br /&gt;
You can test the collision by pressing button &amp;quot;Fade cutaway&amp;quot; and see which models disappear - those don't have collision. You can change it by set '''Override Cutaway: false''' if you use model without collision. Now press &amp;quot;Fade cutaway&amp;quot; - the model will be in level now. You don't have collision to cover your whole model- you need it cover only part on the ground so your character won't walk through the model.&lt;br /&gt;
=== Level ===&lt;br /&gt;
*&amp;quot;wallfull1_0&amp;quot; - '''Both'''. Wall with collision. Use it when you need wall.&lt;br /&gt;
*&amp;quot;wallfulldoor1_0&amp;quot; - '''Both'''. Door arch with collision. Use it when you need an arch without door.&lt;br /&gt;
*&amp;quot;support1_0&amp;quot; - '''Both'''. Two columns with collision. Use it when you need column- collision is cylindric form.&lt;br /&gt;
*tti_top01_01 - '''TTI ONLY.Celing without collision. '''Use it when you need an item on the ceiling without collision.&lt;br /&gt;
&lt;br /&gt;
=== Props ===&lt;br /&gt;
*prp_painting_01_0 - painting on a wall with collision.&lt;br /&gt;
*prp_chestornat01_0 - chest with collision.&lt;br /&gt;
*prp_chair_01_0 - chair with collision.&lt;br /&gt;
*prp_table_01_0 - table with collision.&lt;br /&gt;
*prp_tevbookshelf1_0 - bookshelf with collision.&lt;br /&gt;
*prp_vase_01_0 - vase with collision.&lt;br /&gt;
*prp_bed01_0 - bed with collision.&lt;br /&gt;
*prp_cand04_0 - chandelier from above no collision.&lt;br /&gt;
*prp_dwfrug2_0 - rug on the floor.&lt;br /&gt;
*fca_floor01_0 - floor with collision.&lt;br /&gt;
&lt;br /&gt;
== Export==&lt;br /&gt;
&lt;br /&gt;
Save your '''.LVL''' files in Documents\BioWare\Dragon Age\AddIns\your Module_ID\core\env. Make sure '''.ERF''' and '''.ERF.BACK''' are here too after you press &amp;quot;Do All Local post&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1) '''NOTE:ALWAYS port your custom levels from SINGLE PLAYER!''' Manage modules-&amp;gt; Single Player-&amp;gt; open your '''LVL''' there.&lt;br /&gt;
&lt;br /&gt;
2) Add minimap. Right click, then select Minimap &amp;gt; Minimap Selection Tool. The default green box appears. Right click on the area again, Minimap &amp;gt; Post Minimap to Local. It's possible to handcraft or refine the minimap, as detailed under [[Custom minimaps]].&lt;br /&gt;
&lt;br /&gt;
3) Press Button '''&amp;quot;Render lightmaps&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
4) Press button  '''&amp;quot;Set Start point&amp;quot;''' for Pathfinding -&amp;gt; Press button '''&amp;quot;Generate pathfinding&amp;quot;'''. '''NOTE:  Pathfinding is not possible for two overlapping height levels. Also generation fails if you put the start point in collision (non-walkable part) so watch carefully where do you put it.'''&lt;br /&gt;
&lt;br /&gt;
5) Press button  '''&amp;quot;Do All Local post&amp;quot;''' - this will export your level and you can use it in your area. Files will be ported into Documents\BioWare\Dragon Age\Toolset. Or use Search for each location name in Documents.&lt;br /&gt;
&lt;br /&gt;
6) All files have to be in folder in '''Documents\BioWare\Dragon Age\addins\your Module_ID\packages\core\override'''. Each model has to be organised and be in it's own folder. Your Custom model and texture files has to be in the same folder as your ported Levels.&lt;br /&gt;
&lt;br /&gt;
Make sure that your folder has all type of files also with folders Textures and trees. &lt;br /&gt;
&lt;br /&gt;
'''NOTE: When you will make Builder to Player packed you will be asked to delete some of files NEVER DO THAT! Instead before creeating create different folder with the same name toolsetexport and keep there all you level files and custom level models. Keep also all your custom model armor and items in new folder override. After that create Builder to Player withou these files and look for next step'''&lt;br /&gt;
&lt;br /&gt;
7) [https://datoolsetblog.wordpress.com/ Dr. dummie addition]&lt;br /&gt;
&lt;br /&gt;
It is well known issue with B2P exporter when your file have more then two dots in name. Usually it is with *.gpu.rim files so here is simple how-to to pack your areas into dazip.&lt;br /&gt;
&lt;br /&gt;
So you go ahead and create your dazip file without your areas. I’m not gonna explain here how to create dazip file, I assume you already know how to do that.  Now when you have your file ready, open it with 7-zip (you can also do the same with any app which can open zip files – note that dazip is just a renamed zip file).&lt;br /&gt;
&lt;br /&gt;
'''SO WHEN YOU HAVE OPENED YOUR DAZIP FILE WITH 7 ZIP:'''&lt;br /&gt;
&lt;br /&gt;
* Navigate into “contents” -&amp;gt; “packages” – &amp;gt; “core” folder.&lt;br /&gt;
&lt;br /&gt;
* There should already be a “data” folder. If there is already folder named “override” you are ready to go. If not -&amp;gt; Right click onto view and select “Create folder” and name it “override” (without quotes of course). Here I usually create another folder into override named “env_short_name_of_my_mod” like “env_yad” to keep things grouped, but it’s not needed.&lt;br /&gt;
&lt;br /&gt;
* Drag your areas into that folder. They will be automatically added to dazip file. Exported areas are usually grouped into folder named by your exported level name which you have set up in your level editor.&lt;br /&gt;
&lt;br /&gt;
'''SOME NOTES:'''&lt;br /&gt;
&lt;br /&gt;
Be aware that anything you put in packages/core/override folder  can override all other resources from game if they have same name.&lt;br /&gt;
&lt;br /&gt;
When dazip is installed with damodder, it will unpack your areas into packages/core/override on target system.&lt;br /&gt;
&lt;br /&gt;
'''ON TARGET SYSTEM:'''&lt;br /&gt;
&lt;br /&gt;
Your areas (levels) will be unpacked into ../packages/core/override/env_your_mod_short_name/..&lt;br /&gt;
&lt;br /&gt;
If user wants to uninstall mod, he must also manually delete “env_your_mod_short_name” folder from “../packages/core/override/..” folders in their documents folder after mod uninstall with damodder.&lt;br /&gt;
&lt;br /&gt;
If not, your areas and items will be, or can be, used by game further on (other modders can use your areas, and items will continue to override other same named resources in main game).&lt;br /&gt;
&lt;br /&gt;
You can use similar procedure for almost any resource from the game. You just need to follow exact same folder structure as in your mod, remember, mod is working on your PC with your files without any erf files or similar.&lt;br /&gt;
&lt;br /&gt;
8- Done. You module is ready to play.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
*[[Installing the toolset]] - very important for program troubleshooting. NVIDIA_PhysX section- if you have pathfinding generation problems.&lt;br /&gt;
*[[Bug: Water plane missing in-game]] - how to fix this bug and make your water appear in the game.&lt;br /&gt;
*[[Bug: New level doesn't work correctly]] - how to fix it if your level doesnt work.&lt;br /&gt;
*[[Lighting Tutorial]] - Lightmapping  troubleshooting.&lt;br /&gt;
*[[Level Editor Tutorial]] and [[Level tutorial]] - General advises.&lt;br /&gt;
*[[Adding custom armor tutorial]] - How to add your own armor.&lt;br /&gt;
*[[Adding custom shield tutorial]] - How to add your own shield.&lt;br /&gt;
*The .lvl files from DAO [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;
*[http://www.greentoken.de/onlineconv/ 3D converter]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19867</id>
		<title>Adding custom level tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19867"/>
				<updated>2018-01-05T18:08:37Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: /* Export */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author: Ladyofpayne&lt;br /&gt;
*3ds max (gmax) no older than 2011 year - Eshme Import/Export DAO Tools doesn't work with new versions.&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] - Script for 3s max&lt;br /&gt;
*Dragon Age Origins and Dragon Age Toolset - install it in the same folder as the game.&lt;br /&gt;
*Adobe Photoshop and Nvidia DDS Plugin for textures.&lt;br /&gt;
*[http://social.bioware.com/project/2637/ mesh lightmap fixes] - Install this project.&lt;br /&gt;
*Engine won't work with models bigger than 45 000 polygons and 30 000 vertexes. Even if it works still make sure your model isn't too complex - Lightmapping render can be failed.&lt;br /&gt;
&lt;br /&gt;
'''Before we begin extract all DAO resources and keep it somewhere. You will need them.'''&lt;br /&gt;
&lt;br /&gt;
You can use also the toolset to extract the model and textures, but fisrt you need to know the name of what you are looking for, in the tooset go File-&amp;gt;Open file-&amp;gt; /packages/core/data/modelmeshdata.erf there you have some strings to help you find the models:&lt;br /&gt;
&lt;br /&gt;
armours: arm_ +armour type; gloves: glv_; boots: boo_; clothes: cth_; robes: rob_; helmets:hlh_; weapons: w_+ weapon type; shield:w_shd; hair: har_; props:prp_;placeabes:plc_;&lt;br /&gt;
creature: c_; npc creatures: cn_; children: kn_;&lt;br /&gt;
&lt;br /&gt;
for races and genders you have human/elf/dwarf/qunari followed by the gender female/male, so human male: hm_; dwarf female: df_; etc.&lt;br /&gt;
&lt;br /&gt;
*'''in the modelmeshdata.erf you need extract the .msh files''' the _0 files are the model you see in game when using the armour/cloth, the _2 and _3 files are the low level of detail (LOD) models, when other NPCs are using them and they are far away from you.&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/modelmeshhierarchy.erf you need extract the .mmh and .phy files.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/materialobjects.erf you need to extract the .mao file.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the files .../core/data/textures.erf (props, placeables) and/or .../core/textures/high/textures.erf (characters and armours) you need to extract the .dds files''', in those files the letter for the races in the file's name are changed to p, so human male, dwarf male, elf male, qunari male are all: pm_, because they all use the same texture.&lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Watch where you install Eshme script - program files(x86) for 32 programs at 64 bit computers. Eshme script and the game have to be in one folder of program files.&lt;br /&gt;
&lt;br /&gt;
Take Eshme Import/Export: Startup, YAGG and  DAOTools -&amp;gt; put into C(your disc):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
&lt;br /&gt;
If your installation is correct them when you first open 3d man you will see window with the settings&lt;br /&gt;
&lt;br /&gt;
In Game Path HAVE to be  folder of the game C:\Program Files (x86)\Dragon Age, in Export Path folder Override in folders C:\Program Files (x86)\Dragon Age\packages\core\override.&lt;br /&gt;
&lt;br /&gt;
Next sctar of 3d max you can begin your work in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Size of the texture have to be :4 1024 -&amp;gt; 2048 -&amp;gt; 4096 -&amp;gt; 8192. You will need 3 type of them and you probably need to connect textures because DAO engine works only with one material at one model. Put them all in one file and make the same posistion for each part of every type:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Diffuse map. Has &amp;quot;_d&amp;quot; letter in the name. What your model will looks like. Create Alpha channel and make it white inless you have parts than need to have &amp;quot;holes&amp;quot; in it. Then it will looks like that:&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha1ex.png|border]]&lt;br /&gt;
&lt;br /&gt;
2) Normal map. Has &amp;quot;_n&amp;quot; letter in the name. It is grey texture. Just save your Diffuse map with this settings:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How it has to looks like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalex.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Spectacular map. Has &amp;quot;_s&amp;quot; letter in the name and '''necessary for the lightmapping'''. Just take duffise texture the modify it image-&amp;gt; adjustments -&amp;gt;brightness brightness:45, contrast: 95 and copy its blue channel to alpa. The texture is ready.&lt;br /&gt;
&lt;br /&gt;
Save you textures. Normal map settings is listed above. Diffuse and Spectacular settings:&lt;br /&gt;
&lt;br /&gt;
[[File:Therestsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) All textures put into '''Documents\BioWare\Dragon Age\AddIns\your Module_ID\module\override''' in the same folders as models. Each model has to be organised and be in it's own folder. Make sure each model has all 3 types of textures and each type has it's letter. '''Example:''' prp_namemodel_'''0d''', prp_namemodel_'''0n''', prp_namemodel_'''0s'''.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Select your model and on the panel above use '''Rendering-&amp;gt; Material editor-&amp;gt; Compact material editor''' Then click on '''Get Material''' and choose from the list '''Dragon Age Material'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
In '''Material Type''' choose '''Prop Default''', in '''Render Semantics''' – '''Default (Opaque Prop)\ Trasparent if you have any transparency'''. Select your texture in '''Texture Maps''' - diffuse, normal and specular. Select your model and click on '''Assign Material to Selection''' (1) and use '''Show Map in Viewport''' (2). Now give your material proper name without '''_0''' in the end. Example: if your model texture is named is prp_orl_bed_0d name the material prp_orl_bed.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_material.png|border]]&lt;br /&gt;
&lt;br /&gt;
== More than one texture ==&lt;br /&gt;
Necessary step if you connect more then one texture for a model. But even if your model has only one texture it is better to make sure evertything is correct.&lt;br /&gt;
&lt;br /&gt;
Select your model and then open '''Modifiers-&amp;gt; UV Coordinates- &amp;gt; Unwrap UVW'''&lt;br /&gt;
&lt;br /&gt;
You will see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Editingmaterials.png|border]]&lt;br /&gt;
&lt;br /&gt;
Geen lines are coordinates of textures on the model. '''Dragon age: Oginins engine  work with only one material and can &amp;quot;see&amp;quot; everything ONLY inside the bolder square form the picture.''' WChoose as background texture if your model and now move all green lines so it will cover it like is has to be. You can move materials one by one by choosing them in All ID's. You can change scale of coordinates, rotate them and do all manipulations you see necessary to make your coordinates fit to texture inside the square just like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Mated2.png|border]]&lt;br /&gt;
&lt;br /&gt;
Save and close Unwrap UVW.&lt;br /&gt;
&lt;br /&gt;
== 3d Max ==&lt;br /&gt;
After you finish working with the materials and the textures you can work with the model now. If your model looks rough change it by '''Right click -&amp;gt; convert to Editable Poly-&amp;gt; Vertex-&amp;gt; Select all (CTRL+ A)-&amp;gt; Weld'''. Before next step finish all fixes: '''Unwrap UVW, material and textures.''' If you move to next step without fixing you have to redo it from the beginning later.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_Convertintomesh.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
1 - Right click on a model and select '''&amp;quot;Convert into editable poly&amp;quot;'''&amp;gt; In '''modifier list choose and add 2 Unwrap UVW''' to your model. In the second one you have to change '''map channel''' to 2 - this is the channel needed for lighmapping.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_cuteditmaterials.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - For the rest part you need to look for this video becaue I cannot describe how this part supposed to work but you have to follow my instructions while you working with the materials. [https://youtu.be/m8DFXmIGJZc Dragon Age Modding: Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - While you using '''Runscript-&amp;gt; manage models''' -&amp;gt; look for your models and make sure they have those settings. Change collision Walkable\ Non walkable if this object lies on the floor.&lt;br /&gt;
Mesh:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletealll.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Collision:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletepixel.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 - Run script-&amp;gt; export and name your files with '''_0''' in the end. '''EXAMPLE:''' prp_yourmodel_0. Since you use textures for the whole group you folders for each model has to be in one big folder for your group. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_materialgroup.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
5 - After you port the model open MAO file with the Notepad and '''JUST''' after line '''&amp;lt;DefaultSemantic Name=&amp;quot;Blend&amp;quot;&amp;gt;&amp;lt;/DefaultSemantic&amp;gt;''' add this line '''&amp;lt;Texture Name=&amp;quot;mml_tLightmap&amp;quot; ResName=&amp;quot;LM.dds&amp;quot; RequiresID=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;'''. Now save the file.&lt;br /&gt;
&lt;br /&gt;
== Models for scaling ==&lt;br /&gt;
You can test the collision by pressing button &amp;quot;Fade cutaway&amp;quot; and see which models disappear - those don't have collision. You can change it by set '''Override Cutaway: false''' if you use model without collision. Now press &amp;quot;Fade cutaway&amp;quot; - the model will be in level now. You don't have collision to cover your whole model- you need it cover only part on the ground so your character won't walk through the model.&lt;br /&gt;
=== Level ===&lt;br /&gt;
*&amp;quot;wallfull1_0&amp;quot; - '''Both'''. Wall with collision. Use it when you need wall.&lt;br /&gt;
*&amp;quot;wallfulldoor1_0&amp;quot; - '''Both'''. Door arch with collision. Use it when you need an arch without door.&lt;br /&gt;
*&amp;quot;support1_0&amp;quot; - '''Both'''. Two columns with collision. Use it when you need column- collision is cylindric form.&lt;br /&gt;
*tti_top01_01 - '''TTI ONLY.Celing without collision. '''Use it when you need an item on the ceiling without collision.&lt;br /&gt;
&lt;br /&gt;
=== Props ===&lt;br /&gt;
*prp_painting_01_0 - painting on a wall with collision.&lt;br /&gt;
*prp_chestornat01_0 - chest with collision.&lt;br /&gt;
*prp_chair_01_0 - chair with collision.&lt;br /&gt;
*prp_table_01_0 - table with collision.&lt;br /&gt;
*prp_tevbookshelf1_0 - bookshelf with collision.&lt;br /&gt;
*prp_vase_01_0 - vase with collision.&lt;br /&gt;
*prp_bed01_0 - bed with collision.&lt;br /&gt;
*prp_cand04_0 - chandelier from above no collision.&lt;br /&gt;
*prp_dwfrug2_0 - rug on the floor.&lt;br /&gt;
*fca_floor01_0 - floor with collision.&lt;br /&gt;
&lt;br /&gt;
== Export==&lt;br /&gt;
&lt;br /&gt;
Save your '''.LVL''' files in Documents\BioWare\Dragon Age\AddIns\your Module_ID\core\env. Make sure '''.ERF''' and '''.ERF.BACK''' are here too after you press &amp;quot;Do All Local post&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1) '''NOTE:ALWAYS port your custom levels from SINGLE PLAYER!''' Manage modules-&amp;gt; Single Player-&amp;gt; open your '''LVL''' there.&lt;br /&gt;
&lt;br /&gt;
2) Add minimap. Right click, then select Minimap &amp;gt; Minimap Selection Tool. The default green box appears. Right click on the area again, Minimap &amp;gt; Post Minimap to Local. It's possible to handcraft or refine the minimap, as detailed under [[Custom minimaps]].&lt;br /&gt;
&lt;br /&gt;
3) Press Button '''&amp;quot;Render lightmaps&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
4) Press button  '''&amp;quot;Set Start point&amp;quot;''' for Pathfinding -&amp;gt; Press button '''&amp;quot;Generate pathfinding&amp;quot;'''. '''NOTE:  Pathfinding is not possible for two overlapping height levels. Also generation fails if you put the start point in collision (non-walkable part) so watch carefully where do you put it.'''&lt;br /&gt;
&lt;br /&gt;
5) Press button  '''&amp;quot;Do All Local post&amp;quot;''' - this will export your level and you can use it in your area. Files will be ported into Documents\BioWare\Dragon Age\Toolset. Or use Search for each location name in Documents.&lt;br /&gt;
&lt;br /&gt;
6) All files have to be in folder in '''Documents\BioWare\Dragon Age\addins\your Module_ID\packages\core\override'''. Each model has to be organised and be in it's own folder. Your Custom model and texture files has to be in the same folder as your ported Levels.&lt;br /&gt;
&lt;br /&gt;
Make sure that your folder has all type of files also with folders Textures and trees. &lt;br /&gt;
'''NOTE: When you will make Builder to Player packed you will be asked to delete some of files NEVER DO THAT!'''&lt;br /&gt;
&lt;br /&gt;
7) [https://datoolsetblog.wordpress.com/ Dr. dummie addition]&lt;br /&gt;
&lt;br /&gt;
It is well known issue with B2P exporter when your file have more then two dots in name. Usually it is with *.gpu.rim files so here is simple how-to to pack your areas into dazip.&lt;br /&gt;
&lt;br /&gt;
So you go ahead and create your dazip file without your areas. I’m not gonna explain here how to create dazip file, I assume you already know how to do that.  Now when you have your file ready, open it with 7-zip (you can also do the same with any app which can open zip files – note that dazip is just a renamed zip file).&lt;br /&gt;
&lt;br /&gt;
'''SO WHEN YOU HAVE OPENED YOUR DAZIP FILE WITH 7 ZIP:'''&lt;br /&gt;
&lt;br /&gt;
* Navigate into “contents” -&amp;gt; “packages” – &amp;gt; “core” folder.&lt;br /&gt;
&lt;br /&gt;
* There should already be a “data” folder. If there is already folder named “override” you are ready to go. If not -&amp;gt; Right click onto view and select “Create folder” and name it “override” (without quotes of course). Here I usually create another folder into override named “env_short_name_of_my_mod” like “env_yad” to keep things grouped, but it’s not needed.&lt;br /&gt;
&lt;br /&gt;
* Drag your areas into that folder. They will be automatically added to dazip file. Exported areas are usually grouped into folder named by your exported level name which you have set up in your level editor.&lt;br /&gt;
&lt;br /&gt;
'''SOME NOTES:'''&lt;br /&gt;
&lt;br /&gt;
Be aware that anything you put in packages/core/override folder  can override all other resources from game if they have same name.&lt;br /&gt;
&lt;br /&gt;
When dazip is installed with damodder, it will unpack your areas into packages/core/override on target system.&lt;br /&gt;
&lt;br /&gt;
'''ON TARGET SYSTEM:'''&lt;br /&gt;
&lt;br /&gt;
Your areas (levels) will be unpacked into ../packages/core/override/env_your_mod_short_name/..&lt;br /&gt;
&lt;br /&gt;
If user wants to uninstall mod, he must also manually delete “env_your_mod_short_name” folder from “../packages/core/override/..” folders in their documents folder after mod uninstall with damodder.&lt;br /&gt;
&lt;br /&gt;
If not, your areas and items will be, or can be, used by game further on (other modders can use your areas, and items will continue to override other same named resources in main game).&lt;br /&gt;
&lt;br /&gt;
You can use similar procedure for almost any resource from the game. You just need to follow exact same folder structure as in your mod, remember, mod is working on your PC with your files without any erf files or similar.&lt;br /&gt;
&lt;br /&gt;
8- Done. You module is ready to play.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
*[[Installing the toolset]] - very important for program troubleshooting. NVIDIA_PhysX section- if you have pathfinding generation problems.&lt;br /&gt;
*[[Bug: Water plane missing in-game]] - how to fix this bug and make your water appear in the game.&lt;br /&gt;
*[[Bug: New level doesn't work correctly]] - how to fix it if your level doesnt work.&lt;br /&gt;
*[[Lighting Tutorial]] - Lightmapping  troubleshooting.&lt;br /&gt;
*[[Level Editor Tutorial]] and [[Level tutorial]] - General advises.&lt;br /&gt;
*[[Adding custom armor tutorial]] - How to add your own armor.&lt;br /&gt;
*[[Adding custom shield tutorial]] - How to add your own shield.&lt;br /&gt;
*The .lvl files from DAO [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;
*[http://www.greentoken.de/onlineconv/ 3D converter]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19866</id>
		<title>Adding custom level tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19866"/>
				<updated>2018-01-05T18:07:20Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: /* Export */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author: Ladyofpayne&lt;br /&gt;
*3ds max (gmax) no older than 2011 year - Eshme Import/Export DAO Tools doesn't work with new versions.&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] - Script for 3s max&lt;br /&gt;
*Dragon Age Origins and Dragon Age Toolset - install it in the same folder as the game.&lt;br /&gt;
*Adobe Photoshop and Nvidia DDS Plugin for textures.&lt;br /&gt;
*[http://social.bioware.com/project/2637/ mesh lightmap fixes] - Install this project.&lt;br /&gt;
*Engine won't work with models bigger than 45 000 polygons and 30 000 vertexes. Even if it works still make sure your model isn't too complex - Lightmapping render can be failed.&lt;br /&gt;
&lt;br /&gt;
'''Before we begin extract all DAO resources and keep it somewhere. You will need them.'''&lt;br /&gt;
&lt;br /&gt;
You can use also the toolset to extract the model and textures, but fisrt you need to know the name of what you are looking for, in the tooset go File-&amp;gt;Open file-&amp;gt; /packages/core/data/modelmeshdata.erf there you have some strings to help you find the models:&lt;br /&gt;
&lt;br /&gt;
armours: arm_ +armour type; gloves: glv_; boots: boo_; clothes: cth_; robes: rob_; helmets:hlh_; weapons: w_+ weapon type; shield:w_shd; hair: har_; props:prp_;placeabes:plc_;&lt;br /&gt;
creature: c_; npc creatures: cn_; children: kn_;&lt;br /&gt;
&lt;br /&gt;
for races and genders you have human/elf/dwarf/qunari followed by the gender female/male, so human male: hm_; dwarf female: df_; etc.&lt;br /&gt;
&lt;br /&gt;
*'''in the modelmeshdata.erf you need extract the .msh files''' the _0 files are the model you see in game when using the armour/cloth, the _2 and _3 files are the low level of detail (LOD) models, when other NPCs are using them and they are far away from you.&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/modelmeshhierarchy.erf you need extract the .mmh and .phy files.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/materialobjects.erf you need to extract the .mao file.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the files .../core/data/textures.erf (props, placeables) and/or .../core/textures/high/textures.erf (characters and armours) you need to extract the .dds files''', in those files the letter for the races in the file's name are changed to p, so human male, dwarf male, elf male, qunari male are all: pm_, because they all use the same texture.&lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Watch where you install Eshme script - program files(x86) for 32 programs at 64 bit computers. Eshme script and the game have to be in one folder of program files.&lt;br /&gt;
&lt;br /&gt;
Take Eshme Import/Export: Startup, YAGG and  DAOTools -&amp;gt; put into C(your disc):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
&lt;br /&gt;
If your installation is correct them when you first open 3d man you will see window with the settings&lt;br /&gt;
&lt;br /&gt;
In Game Path HAVE to be  folder of the game C:\Program Files (x86)\Dragon Age, in Export Path folder Override in folders C:\Program Files (x86)\Dragon Age\packages\core\override.&lt;br /&gt;
&lt;br /&gt;
Next sctar of 3d max you can begin your work in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Size of the texture have to be :4 1024 -&amp;gt; 2048 -&amp;gt; 4096 -&amp;gt; 8192. You will need 3 type of them and you probably need to connect textures because DAO engine works only with one material at one model. Put them all in one file and make the same posistion for each part of every type:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Diffuse map. Has &amp;quot;_d&amp;quot; letter in the name. What your model will looks like. Create Alpha channel and make it white inless you have parts than need to have &amp;quot;holes&amp;quot; in it. Then it will looks like that:&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha1ex.png|border]]&lt;br /&gt;
&lt;br /&gt;
2) Normal map. Has &amp;quot;_n&amp;quot; letter in the name. It is grey texture. Just save your Diffuse map with this settings:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How it has to looks like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalex.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Spectacular map. Has &amp;quot;_s&amp;quot; letter in the name and '''necessary for the lightmapping'''. Just take duffise texture the modify it image-&amp;gt; adjustments -&amp;gt;brightness brightness:45, contrast: 95 and copy its blue channel to alpa. The texture is ready.&lt;br /&gt;
&lt;br /&gt;
Save you textures. Normal map settings is listed above. Diffuse and Spectacular settings:&lt;br /&gt;
&lt;br /&gt;
[[File:Therestsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) All textures put into '''Documents\BioWare\Dragon Age\AddIns\your Module_ID\module\override''' in the same folders as models. Each model has to be organised and be in it's own folder. Make sure each model has all 3 types of textures and each type has it's letter. '''Example:''' prp_namemodel_'''0d''', prp_namemodel_'''0n''', prp_namemodel_'''0s'''.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Select your model and on the panel above use '''Rendering-&amp;gt; Material editor-&amp;gt; Compact material editor''' Then click on '''Get Material''' and choose from the list '''Dragon Age Material'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
In '''Material Type''' choose '''Prop Default''', in '''Render Semantics''' – '''Default (Opaque Prop)\ Trasparent if you have any transparency'''. Select your texture in '''Texture Maps''' - diffuse, normal and specular. Select your model and click on '''Assign Material to Selection''' (1) and use '''Show Map in Viewport''' (2). Now give your material proper name without '''_0''' in the end. Example: if your model texture is named is prp_orl_bed_0d name the material prp_orl_bed.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_material.png|border]]&lt;br /&gt;
&lt;br /&gt;
== More than one texture ==&lt;br /&gt;
Necessary step if you connect more then one texture for a model. But even if your model has only one texture it is better to make sure evertything is correct.&lt;br /&gt;
&lt;br /&gt;
Select your model and then open '''Modifiers-&amp;gt; UV Coordinates- &amp;gt; Unwrap UVW'''&lt;br /&gt;
&lt;br /&gt;
You will see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Editingmaterials.png|border]]&lt;br /&gt;
&lt;br /&gt;
Geen lines are coordinates of textures on the model. '''Dragon age: Oginins engine  work with only one material and can &amp;quot;see&amp;quot; everything ONLY inside the bolder square form the picture.''' WChoose as background texture if your model and now move all green lines so it will cover it like is has to be. You can move materials one by one by choosing them in All ID's. You can change scale of coordinates, rotate them and do all manipulations you see necessary to make your coordinates fit to texture inside the square just like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Mated2.png|border]]&lt;br /&gt;
&lt;br /&gt;
Save and close Unwrap UVW.&lt;br /&gt;
&lt;br /&gt;
== 3d Max ==&lt;br /&gt;
After you finish working with the materials and the textures you can work with the model now. If your model looks rough change it by '''Right click -&amp;gt; convert to Editable Poly-&amp;gt; Vertex-&amp;gt; Select all (CTRL+ A)-&amp;gt; Weld'''. Before next step finish all fixes: '''Unwrap UVW, material and textures.''' If you move to next step without fixing you have to redo it from the beginning later.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_Convertintomesh.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
1 - Right click on a model and select '''&amp;quot;Convert into editable poly&amp;quot;'''&amp;gt; In '''modifier list choose and add 2 Unwrap UVW''' to your model. In the second one you have to change '''map channel''' to 2 - this is the channel needed for lighmapping.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_cuteditmaterials.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - For the rest part you need to look for this video becaue I cannot describe how this part supposed to work but you have to follow my instructions while you working with the materials. [https://youtu.be/m8DFXmIGJZc Dragon Age Modding: Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - While you using '''Runscript-&amp;gt; manage models''' -&amp;gt; look for your models and make sure they have those settings. Change collision Walkable\ Non walkable if this object lies on the floor.&lt;br /&gt;
Mesh:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletealll.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Collision:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletepixel.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 - Run script-&amp;gt; export and name your files with '''_0''' in the end. '''EXAMPLE:''' prp_yourmodel_0. Since you use textures for the whole group you folders for each model has to be in one big folder for your group. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_materialgroup.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
5 - After you port the model open MAO file with the Notepad and '''JUST''' after line '''&amp;lt;DefaultSemantic Name=&amp;quot;Blend&amp;quot;&amp;gt;&amp;lt;/DefaultSemantic&amp;gt;''' add this line '''&amp;lt;Texture Name=&amp;quot;mml_tLightmap&amp;quot; ResName=&amp;quot;LM.dds&amp;quot; RequiresID=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;'''. Now save the file.&lt;br /&gt;
&lt;br /&gt;
== Models for scaling ==&lt;br /&gt;
You can test the collision by pressing button &amp;quot;Fade cutaway&amp;quot; and see which models disappear - those don't have collision. You can change it by set '''Override Cutaway: false''' if you use model without collision. Now press &amp;quot;Fade cutaway&amp;quot; - the model will be in level now. You don't have collision to cover your whole model- you need it cover only part on the ground so your character won't walk through the model.&lt;br /&gt;
=== Level ===&lt;br /&gt;
*&amp;quot;wallfull1_0&amp;quot; - '''Both'''. Wall with collision. Use it when you need wall.&lt;br /&gt;
*&amp;quot;wallfulldoor1_0&amp;quot; - '''Both'''. Door arch with collision. Use it when you need an arch without door.&lt;br /&gt;
*&amp;quot;support1_0&amp;quot; - '''Both'''. Two columns with collision. Use it when you need column- collision is cylindric form.&lt;br /&gt;
*tti_top01_01 - '''TTI ONLY.Celing without collision. '''Use it when you need an item on the ceiling without collision.&lt;br /&gt;
&lt;br /&gt;
=== Props ===&lt;br /&gt;
*prp_painting_01_0 - painting on a wall with collision.&lt;br /&gt;
*prp_chestornat01_0 - chest with collision.&lt;br /&gt;
*prp_chair_01_0 - chair with collision.&lt;br /&gt;
*prp_table_01_0 - table with collision.&lt;br /&gt;
*prp_tevbookshelf1_0 - bookshelf with collision.&lt;br /&gt;
*prp_vase_01_0 - vase with collision.&lt;br /&gt;
*prp_bed01_0 - bed with collision.&lt;br /&gt;
*prp_cand04_0 - chandelier from above no collision.&lt;br /&gt;
*prp_dwfrug2_0 - rug on the floor.&lt;br /&gt;
*fca_floor01_0 - floor with collision.&lt;br /&gt;
&lt;br /&gt;
== Export==&lt;br /&gt;
&lt;br /&gt;
Save your '''.LVL''' files in Documents\BioWare\Dragon Age\AddIns\your Module_ID\core\env. Make sure '''.ERF''' and '''.ERF.BACK''' are here too after you press &amp;quot;Do All Local post&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1) '''NOTE:ALWAYS port your custom levels from SINGLE PLAYER!''' Manage modules-&amp;gt; Single Player-&amp;gt; open your '''LVL''' there.&lt;br /&gt;
&lt;br /&gt;
2) Add minimap. Right click, then select Minimap &amp;gt; Minimap Selection Tool. The default green box appears. Right click on the area again, Minimap &amp;gt; Post Minimap to Local. It's possible to handcraft or refine the minimap, as detailed under [[Custom minimaps]].&lt;br /&gt;
&lt;br /&gt;
3) Press Button '''&amp;quot;Render lightmaps&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
4) Press button  '''&amp;quot;Set Start point&amp;quot;''' for Pathfinding -&amp;gt; Press button '''&amp;quot;Generate pathfinding&amp;quot;'''. '''NOTE:  Pathfinding is not possible for two overlapping height levels. Also generation fails if you put the start point in collision (non-walkable part) so watch carefully where do you put it.'''&lt;br /&gt;
&lt;br /&gt;
5) Press button  '''&amp;quot;Do All Local post&amp;quot;''' - this will export your level and you can use it in your area. Files will be ported into Documents\BioWare\Dragon Age\Toolset. Or use Search for each location name in Documents.&lt;br /&gt;
&lt;br /&gt;
6) All files have to be in folder in '''Documents\BioWare\Dragon Age\addins\your Module_ID\packages\core\override'''. Each model has to be organised and be in it's own folder. Your Custom model and texture files has to be in the same folder as your ported Levels.&lt;br /&gt;
&lt;br /&gt;
Make sure that your folder has all type of files also with folders Textures and trees. &lt;br /&gt;
'''NOTE: When you will make Builder to Player packed you will be asked to delete some of files NEVER DO THAT!'''&lt;br /&gt;
&lt;br /&gt;
7) [https://datoolsetblog.wordpress.com/ Dr. dummie addition]&lt;br /&gt;
&lt;br /&gt;
It is well known issue with B2P exporter when your file have more then two dots in name. Usually it is with *.gpu.rim files so here is simple how-to to pack your areas into dazip.&lt;br /&gt;
&lt;br /&gt;
So you go ahead and create your dazip file without your areas. I’m not gonna explain here how to create dazip file, I assume you already know how to do that.  Now when you have your file ready, open it with 7-zip (you can also do the same with any app which can open zip files – note that dazip is just a renamed zip file).&lt;br /&gt;
&lt;br /&gt;
SO WHEN YOU HAVE OPENED YOUR DAZIP FILE WITH 7 ZIP:&lt;br /&gt;
Navigate into “contents” -&amp;gt; “packages” – &amp;gt; “core” folder.&lt;br /&gt;
There should already be a “data” folder.&lt;br /&gt;
If there is already folder named “override” you are ready to go. If not -&amp;gt; Right click onto view and select “Create folder” and name it “override” (without quotes of course).&lt;br /&gt;
Here I usually create another folder into override named “env_short_name_of_my_mod” like “env_yad” to keep things grouped, but it’s not needed.&lt;br /&gt;
Drag your areas into that folder. They will be automatically added to dazip file. Exported areas are usually grouped into folder named by your exported level name which you have set up in your level editor.&lt;br /&gt;
SOME NOTES:&lt;br /&gt;
Be aware that anything you put in packages/core/override folder  can override all other resources from game if they have same name.&lt;br /&gt;
When dazip is installed with damodder, it will unpack your areas into packages/core/override on target system.&lt;br /&gt;
ON TARGET SYSTEM:&lt;br /&gt;
Your areas (levels) will be unpacked into ../packages/core/override/env_your_mod_short_name/..&lt;br /&gt;
If user wants to uninstall mod, he must also manually delete “env_your_mod_short_name” folder from “../packages/core/override/..” folders in their documents folder after mod uninstall with damodder.&lt;br /&gt;
If not, your areas and items will be, or can be, used by game further on (other modders can use your areas, and items will continue to override other same named resources in main game).&lt;br /&gt;
You can use similar procedure for almost any resource from the game. You just need to follow exact same folder structure as in your mod, remember, mod is working on your PC with your files without any erf files or similar.&lt;br /&gt;
&lt;br /&gt;
8- Done. You module is ready to play.&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
*[[Installing the toolset]] - very important for program troubleshooting. NVIDIA_PhysX section- if you have pathfinding generation problems.&lt;br /&gt;
*[[Bug: Water plane missing in-game]] - how to fix this bug and make your water appear in the game.&lt;br /&gt;
*[[Bug: New level doesn't work correctly]] - how to fix it if your level doesnt work.&lt;br /&gt;
*[[Lighting Tutorial]] - Lightmapping  troubleshooting.&lt;br /&gt;
*[[Level Editor Tutorial]] and [[Level tutorial]] - General advises.&lt;br /&gt;
*[[Adding custom armor tutorial]] - How to add your own armor.&lt;br /&gt;
*[[Adding custom shield tutorial]] - How to add your own shield.&lt;br /&gt;
*The .lvl files from DAO [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;
*[http://www.greentoken.de/onlineconv/ 3D converter]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial/ru&amp;diff=19865</id>
		<title>Adding custom armor tutorial/ru</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Adding_custom_armor_tutorial/ru&amp;diff=19865"/>
				<updated>2018-01-05T18:03:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: /* Continue working with materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;В ходе этого туториала мы импортируем платье Кристины Веспуччи из Assassins Creed: Brotherhood в ДАО. Вернее из XNA Lara, потому что ничего другого я не нашел. Это платье я выбрал не случайно - в ходе его адаптации мы используем все те приемы, которые часто используются в этом процессе (&amp;quot;дырявая ткань&amp;quot; аля кружева, текстуры кложи, зависящие от кожи персонажа, многослойный материал и т.д.).Это будет всего-лишь реплейсер, заменитель. Заменять будем церковную робу - просто потому что ее легче всего достать (в прологе мага, например, или с Лелианы в Лотеринге). Ну чтож, приступим...&lt;br /&gt;
Инструменты, что нам понадобятся:&lt;br /&gt;
*3ds max (или бесплатная версия - gmax). 3ds max не старше 2011 года- скрипт по импорту не будет работать.&lt;br /&gt;
*Dragon Age Origins&lt;br /&gt;
*Dragon Age Toolset&lt;br /&gt;
*Adobe Photoshop 32 version only because Nvidia DDS Plugin work only with 32 program.&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] (плагин для 3ds max)&lt;br /&gt;
*Вы можете использовать эту программу [http://www.nexusmods.com/dragonage/mods/214/? GDA Editor] для файлов GDA типа.&lt;br /&gt;
*Движок не сможет работать с моделью больше 45 000 полигонов (Faces) и 30 000 вершин (Vertices).&lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Сделите за тем, куда вы устанавливаете все программы- program files(x86) для 32 битных программ на 64 bit компьютерах. Скрипт экспорта и сама игра должны быть в одной папке program files.&lt;br /&gt;
&lt;br /&gt;
Установка скрипта Eshme Import/Export: Startup, YAGG и DAOTools добавить в C(диск):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
&lt;br /&gt;
Настройка. Если вы все сделали правильно, то при первом запуске возникнет окно с настройками. &lt;br /&gt;
&lt;br /&gt;
В Game Path должно быть указано папка с игрой аля C:\Program Files (x86)\Dragon Age, в Export Path папка Override в документах аля C:\Program Files (x86)\Dragon Age\packages\core\override. Наличие установленного тулсета самой последней версии  ОБЯЗАТЕЛЬНО. Сам тулсет должен быть установлен в папку с игрой и после этого вы сможете начать работу в 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
== Textures preparation ==&lt;br /&gt;
&lt;br /&gt;
Нам понадобятся четыре: диффузная карта (основная, видимая текстура), нормал карта (однотонная рельефная карта), спекуляр карта (она помогает настроить освещение конкретно под модель) и тинт карта (она говорит двужку где кожа, а где не изменная ткань). Так как исходная модель содержит несколько материалов, то и наборов текстур тоже несколько. Это значит, что например диффузных карт будет тоже несколько.&lt;br /&gt;
Сначала переведем их в формат .DDS с помощью фотошопа. Помните, что размер текстур ВСЕГДА должен быть кратным 4: 1024 -&amp;gt; 2048 -&amp;gt; 4096 -&amp;gt; 8192.&lt;br /&gt;
&lt;br /&gt;
Diffuse map:&lt;br /&gt;
Кожа обязательно должна быть перведена в бледно-серый цвет, чтобы максимально корректно отображать цвет кожи. Должно получиться примерно так:&lt;br /&gt;
 &lt;br /&gt;
[[File:Skin1ex.png|border]]&lt;br /&gt;
&lt;br /&gt;
В альфа канале (если его нету, то создаем его с названием Alpha 1) выделяем черным те области, которые будут &amp;quot;дырками&amp;quot;, белое так и останется не прозрачным. Получиться должно нечто вроде этого:&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha1ex.png|border]]&lt;br /&gt;
&lt;br /&gt;
Normal map: &lt;br /&gt;
Нужно перенести текстуру в монотонно серый. Помимо этого, нужно еще изменить изображение альфа-канала на идентичный зеленому каналу. Должно получится нечто вроде этого:&lt;br /&gt;
&lt;br /&gt;
[[File:Normalex.png|border]]&lt;br /&gt;
&lt;br /&gt;
Spectacular map:&lt;br /&gt;
Почти ничем не отличается от диффузной, только чуть более темней. Элементы с кожей в обязательном порядке нужно модифицировать. Цвет нужно изменить на темно-красный, почти черный. Саму область нужно подвергнуть обработке: image-&amp;gt; adjustments -&amp;gt;brightness/contrast значение выставлять примерно такие brightness -45, contrast 95. В итоге кожа должна стать примерно такой:&lt;br /&gt;
&lt;br /&gt;
[[File:Spectacularex.png|border]]&lt;br /&gt;
&lt;br /&gt;
* Note: В альфа канал спекуляр карты нужно просто скопировать синий канал. '''Делать это нужно уже после того, как разберетесь с участками кожи.'''Чем больше белого на текстуре _s тем больше и интенсивней будет блеск.&lt;br /&gt;
&lt;br /&gt;
Tint map:&lt;br /&gt;
* '''Note: Не нужна вам если на вашей броне нет участков кожи'''&lt;br /&gt;
Самая простая текстура - работать будет только в альфа канале. Всю текстуру полностью залейте черным цветом. В альфа канале нужно будет сделать примерно тоже самое, что мы уже проделали с альфа каналом диффузной карты, только на этот раз черным будут зоны, которые будут менять тон в соответствии с кожей персонажа, а белые оставаться не изменными. Эта тесктура полностью залита черным потому, что она полностью покрывает кожу и участки, а значит и выделываться здесь смысла нет. То есть да - конкретно в нашем случае должна получиться полностью черная текстура - все четыре канала залиты черным.&lt;br /&gt;
&lt;br /&gt;
== Connecting textures ==&lt;br /&gt;
&lt;br /&gt;
Cоединение текстур. Как я уже упомянал, платье Кристины Веспуччи содержит несколько материалов. Движок ДАО может поддерживать только один материал, а значит нам придется все текстуры объединить.&lt;br /&gt;
Самое главное в том, что один раз определившись порядком текстур, нужно придерживаться его постоянно. В общем, нам нужно выстроить примерно такую конструкцию:&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
'''*Note: Запомните положение текстур, оно вам понадобится при объединении материалов в 3ds Max.'''Тоже самое и для остальных карт (нормали, спекуляр и тинт). Альфа каналы выстраиваем так же. Размер текстур должен быть кратным 4.&lt;br /&gt;
&lt;br /&gt;
== Save textures ==&lt;br /&gt;
&lt;br /&gt;
Текстуры нужно сохранять с такими настройками: &lt;br /&gt;
&lt;br /&gt;
[[File:Therestsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
Normal map:&lt;br /&gt;
&lt;br /&gt;
[[File:Normalsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
Все, на этом в фотошопе закончено. Можно его закрывать. Переименуйте текстуры в hf_rob_chaz_0n.dds (normal-текстура), hf_rob_chaz_0d (diffuse-текстура), hf_rob_chaz_0s (спекуляр) и hf_rob_chaz_0t (тинт карта). Сами текстуры уже можно переместить в папку [имя_локального_диска]:\Documents and Settings\[имя_пользователя]\My Documents\BioWare\Dragon Age\packages\core\override\&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Очень важно для GDA. &lt;br /&gt;
Текстуры надо называть так: [принадлежность полу-расе]_[тип брони\одежды]_[уникальный индекс из 4 букв]_0[тип текстуры].&lt;br /&gt;
Принадлежность полу расе обозначается так:&lt;br /&gt;
*hf- жен. человек&lt;br /&gt;
*hm- муж. человек&lt;br /&gt;
*ef- жен. эльф&lt;br /&gt;
*em- муж. эльф&lt;br /&gt;
*df- жен. гном&lt;br /&gt;
*dm- муж. гном&lt;br /&gt;
*qm- кунари-мужик&lt;br /&gt;
Броня:&lt;br /&gt;
*arm - броня&lt;br /&gt;
*rob - роба (мага, церковника)&lt;br /&gt;
*cth - одежда (дворянина, свадебная)&lt;br /&gt;
Helmets:&lt;br /&gt;
*hlh - for mages.&lt;br /&gt;
*hlf - massive ones.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Уникальный индекс можете выбрать любой. Главное помните - не больше 4 букв и не занятый другой вещью.'''&lt;br /&gt;
&lt;br /&gt;
Типов текстур 5:&lt;br /&gt;
*d - диффузная (Duffise)&lt;br /&gt;
*n - нормаль (Normal)&lt;br /&gt;
*s - спекуляр (Spectacular)&lt;br /&gt;
*t - тинт (Tint)&lt;br /&gt;
*e - эммиссив (Emissive) Нужна для свечения аля скай-фай броня. В дао почти не используется)&lt;br /&gt;
В итоге должно получиться нечто вроде такого: hf_rob_xmpl_0d или em_arm_exmp_0n. &lt;br /&gt;
'''*NOTE: Сам материал (название материала в максе, потом это будет MAO файл) именуем также, только без типа текстуры. Например: hf_rob_xmpl или em_arm_exmp. Модель именуется так-же, только с цифрой детализации в конце: hf_rob_xmpl_0 или em_arm_exmp_0'''&lt;br /&gt;
&lt;br /&gt;
== 3D MAX ==&lt;br /&gt;
&lt;br /&gt;
'''NOTE: Если ваша броня выглядит слишком &amp;quot;грубой&amp;quot;, то это можно исправить ПКМ-&amp;gt; Convert to Edit Poly -&amp;gt; Режим Vertex на панели справа -&amp;gt; press button Weld (Vertexes) на панели справа. Можно там же использовать и Smooth, но будьте осторожны- это добавит новые полигоны ваша модель может не подойти для движка.'''&lt;br /&gt;
&lt;br /&gt;
В ходе адаптации модели нам понадобится максимально похожий образец из оригинальной игры. В моем случае я выбрал церковную робу (hf_rob_chaa) – этакий универсальный образец, который подходит для большинства случаев. В Toolset’е откроем архивы modelhierarchies.erf materialobjects.erf modelmeshdata.erf (найти их можно по даресу [имя_диска_с_игрой]: \Dragon Age\packages\core\data). Так-же откроем архив texturepack.erf находящийся по адресу [имя_диска_с_игрой]:\Dragon Age\packages\core\textures\high. В этих архивах находим файлы&lt;br /&gt;
hf_rob_chaa_0.mmh, hf_rob_chaa_0.phy (modelhierarchies.erf)&lt;br /&gt;
hf_rob_chaa_0.msh (modelmeshdata.erf)&lt;br /&gt;
pf_rob_chaa.mao (materialobjects.erf)&lt;br /&gt;
pf_rob_chaa_0d.dds, pf_rob_chaa_0n.dds, pf_rob_chaa_0s.dds, pf_rob_chaa_0t.dds (texturepack.erf)&lt;br /&gt;
и распаковываем в отдельную папку. Всего на выходе должно получится 8 файлов.&lt;br /&gt;
&lt;br /&gt;
А теперь перейдем в 3ds max. Прежде, чем приступить непосредственно к конвентированию, настроим плагин для 3ds max. Мне гораздо удобнее запускать сразу скрипты, чем захламлять разными кнопками рабочее пространство редактора. Для запуска конфигуратора запустим скрипт (Max Script-&amp;gt;Run Script) DAOToolsSetup находящийся по адресу C:\Program Files\Autodesk\3dsMax8\Scripts\DAOTools.&lt;br /&gt;
&lt;br /&gt;
Итак, приступим, к настройке. В строке Game Path указываем адрес к папке с игрой. В Export Path указываем, куда будут сохранятся экспортированные файлы. Т.к. наша модель будет заменять уже имеющуюся, то укажем там адрес [имя_локального_диска]:\Documents and Settings\[имя_пользователя]\My Documents\BioWare\Dragon Age\packages\core\override\ Ползунок World Scale ставим на значение 100. Дело в том, что в своем «естественном» виде, модели ДА очень маленькие. Для комфортной работы с ними нужно увеличить их в 100 (сто) раз. Эта функция как раз создана для того, чтобы на время работы увеличивать модель в удобный размер, а экспортируя обратно возвращая к естественным размерам. Все остальное оставляем нетронутым и нажимаем ОК. Конфигуратор перед закрытием проинформирует нас о возможности в любой момент изменить настройки, не пугайтесь выскочившего окна.&lt;br /&gt;
&lt;br /&gt;
И вот наконец теперь можно заняться непосредственно конвертированием. В окне редактора у нас должна уже быть открыта сама модель. Следующее, что нам нужно сделать, это загрузить оригинальную модель из ДАО. Для этого запускаем скрипт DAOImport. В пункте File секции Model Import указываем месторасположение недавно вытащенного нами .mmh файла (hf_rob_chaa_0.mmh). Нажимаем на кнопку Import, специальное окно известит нас о готовности к импорту, жмем ОК и ждем 5-30 секунд (в зависимости от мощности компьютера) пока загрузится модель.&lt;br /&gt;
&lt;br /&gt;
Для начала скроем все, что нам в данный момент не понадобится. Откроем Schematic View (Graph Editors-&amp;gt; New Schematic View) &lt;br /&gt;
&lt;br /&gt;
Здесь можно увидеть две большие древовидные структуры – это обе наши модели с их иерархией. Полностью выделим структуру оригинальной модели (легко определить по наличию в ней зеленых элементов). Сворачиваем Schematic View. В основном рабочем окне можно увидеть, что выделена оригинальная игровая модель и все ее элементы &lt;br /&gt;
&lt;br /&gt;
Теперь снимем выделение с самой робы, так чтобы выделенными остались лишь второстепенные элементы. Скроем их, чтобы не мешались, они нам все-равно не понадобятся. Для этого нажмем по пустому пространству рабочей области правой кнопкой мыши-&amp;gt;hide selection. Теперь осталось только зафиксировать оригинальную модель. Для этого выделяем ее и правой кнопкой мыши-&amp;gt;properties.&lt;br /&gt;
Поставьте напротив опции Freeze секции interactivity, уберите напротив опции Show Frozen in Gray секции display Properties соответственно. Все, теперь оригинальная модель зафиксирована и защищена от случайных манипуляций.&lt;br /&gt;
&lt;br /&gt;
Теперь нужно подогнать модель платья Кристины под габариты игровой робы. Желательно сделать это как можно точнее. Для трансформации модели лучше всего воздействовать на ее кости, так гораздо удобнее. Масштабируем, поворачиваем и двигаем кости так, чтобы модель ровно легла в очертания оригинальной робы. Разводим руки, сводим ноги – процесс нужно делать на «глазок».&lt;br /&gt;
&lt;br /&gt;
== Working with materials ==&lt;br /&gt;
&lt;br /&gt;
*NOTE: Работать с материалами нужно до риггинга. Иначе будут проблемы.&lt;br /&gt;
&lt;br /&gt;
== More than one texture ==&lt;br /&gt;
&lt;br /&gt;
Важное отступление - если ваша модель полностью покрывается одной текстурой, то ничего из нижеописанного вам проделывать не нужно.&lt;br /&gt;
Сейчас нам нужно объединить несколько материалов в один. Процесс не тривиальный. Итак, когда вы откроете редактор координат, то увидите вот такую картину:&lt;br /&gt;
&lt;br /&gt;
[[File:Editingmaterials.png|border]]&lt;br /&gt;
&lt;br /&gt;
Зеленые линии - это координаты модели на текстуре. Многие игровые движки используют все пространство редактора, но не ДАО. Наша игра не видит ничего за границами выделенного квадрата. Наша задача - передвинуть все координаты во внутрь этого квадрата. Во вкладке All ID's можно выбирать отдельные материалы и двигать их. Наложите текстуру, которую вы создали в фотошопе и согласно ее контурам отмасштабируте и перенесите ее на соответствующее место. Тоже самое нужно бьудет проделать и со всеми сетами материалов, чтобы в конце-концов получилось что-то вроде этого:&lt;br /&gt;
&lt;br /&gt;
[[File:Mated2.png|border]]&lt;br /&gt;
&lt;br /&gt;
После этого можно закрывать редактор координат.&lt;br /&gt;
&lt;br /&gt;
== Continue working with materials ==&lt;br /&gt;
&lt;br /&gt;
На верхней панели инструментов найдем кнопку редактора метериалов (четыре разноцветных шара) &lt;br /&gt;
Далее нажимаем Get Material и выбираем из списка Dragon Age Material (если плагин установлен правильно, то он в списке будет) &lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
&lt;br /&gt;
В Material Type указываем Character, &lt;br /&gt;
&lt;br /&gt;
1 - Модель с кожей в Render Semantics – [Armor w / Skin Tint][Alpha Blending][No Emissive]. &lt;br /&gt;
&lt;br /&gt;
2- Модель без кожи в Render Semantics – [No Tint][Alpha Blending][No Emissive]. &lt;br /&gt;
&lt;br /&gt;
3- Разворачиваем список Texture Maps и назначаем соответствующие текстуры. Далее Assign Material to Selection (платье должно быть выделенным). Если так хочется увидеть текстуру в редакторе, то жмем Show Map in Viewport. Осталось только дать нашему материалу нормальное имя. В соответствующем поле введем pf_rob_chaz_0. Вот и все.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
== Rigging ==&lt;br /&gt;
&lt;br /&gt;
* [https://youtu.be/1QMcAX1cDyo Rigging tutorial]&lt;br /&gt;
&lt;br /&gt;
Как только наша модель полностью ляжет в очертания оригинальной робы, можно приступать к следующей фазе &lt;br /&gt;
Выделим нашу модель, правой кнопкой мыши по пустому месту-&amp;gt;Convert To-&amp;gt; Convert To Editable Mesh.&lt;br /&gt;
Теперь полностью выделяем все объекты, снимаем выделение с самой модели платья Кристины (выделеными должны остаться все объекты КРОМЕ платья Кристины) и удаляем. Должны остаться только церковная роба и платье Кристины. Далее правой кнопкой мыши по пустому месту-&amp;gt;Unfreeze All. Это разморозит оригинальную робу, сделав ее доступной для редактирования. Затем в списке ее модификаторов выделим Skin и Edit Normals (с зажатым CTRL). Правой кнопкой мыши по ним-&amp;gt;Cut. Из списка модификаторов они должны исчезнуть. Далее правой кнопкой мыши по пустому месту рабочего пространства-&amp;gt;Convert To-&amp;gt;Convert To Editable Mesh. Это низведет оригинальную робу в тоже состояние, в котором сейчас пребывает и платье Кристины.&lt;br /&gt;
&lt;br /&gt;
Теперь перейдем в режим редактирования полигонов &lt;br /&gt;
&lt;br /&gt;
[[File:Polygon.png|border]]&lt;br /&gt;
 &lt;br /&gt;
Нажмите CTL+ A Вся оригинальная роба должна окраситься в красный цвет выделения. Далее нужно снять выделение с одного-единственного полигона (делается с зажатой клавишей ALT). Какого именно – неважно, главное чтобы он был на виду и до него было просто добраться. Я выбрал один у самых ног. Все, что теперь нужно сделать – нажать кнопку Delete. Это удалит всю модель, кроме одного оставленного нами полигона. Теперь нам нужно прирастить к этому полигону платье Кристины. Для этого выберем на панели инструментов справа кнопку Attach  и нажмем мышью на скафандр. Появится окно, выбрать опцию Match Material to Material IDs. Жмем ОК. Теперь нужно убрать последний полигон оригинальной робы. Вновь переходим в режим редактирования полигонов (предварительно «отжав» кнопку attach), находим когда-то оставленный нами полигон и удаляем его. Все, теперь уже не осталось ничего, что напоминало-бы нам о церковной робе.&lt;br /&gt;
&lt;br /&gt;
Вы должны закончить со всеми правками модели до того, как добавите модификатор Unwrap UVW. Если ваша модель выглядит грубой, то необходимо  исправить:&lt;br /&gt;
ПКМ -&amp;gt; converto to Editable Poly-&amp;gt; Vertex-&amp;gt; Select all (CTRL+ A)-&amp;gt; Weld -&amp;gt; Convert to editable Mesh&lt;br /&gt;
&lt;br /&gt;
'''Note:'''Закончите все правки модели и материалов до следующего шага - после него все изменения не отобразятся на конечном результате и придется переделывать. &lt;br /&gt;
&lt;br /&gt;
В списке модификаторов нашей модели найдем Unwrap UVW и добавим его к нашей модели. Модель должна окраситься ярко зелеными линиями.&lt;br /&gt;
&lt;br /&gt;
Далее правой кнопкой мыши по списку модификаторов-&amp;gt;Paste. Список модификаторов должен стать таким (сверху-вниз: Skin, Edit Normals, Unwrap UVW)&lt;br /&gt;
&lt;br /&gt;
С самой моделью мы наконец закончили.&lt;br /&gt;
&lt;br /&gt;
== Dress with crinoline ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crinoline_dressDAO.jpg|border]]&lt;br /&gt;
*[https://youtu.be/_q4mmFMmIK8 Как сделать платье с кринолином]&lt;br /&gt;
&lt;br /&gt;
== Export ==&lt;br /&gt;
&lt;br /&gt;
Для этого запускаем скрипт DAOModelExport. Нам предстанет вот так вот такое окно:&lt;br /&gt;
&lt;br /&gt;
[[File:Export.png|border]]&lt;br /&gt;
&lt;br /&gt;
Между Name и .MMH вписать hf_rob_chaa_0. Между Name и .MSH вписать тоже самое (если этого не сделалось автоматически). Отметить опцию Create MAO Material File. Все, теперь жмем Export. По окончании процесса экспорта в папке [имя_локального_диска]:\Documents and Settings\[имя_пользователя]\My Documents\BioWare\Dragon Age\packages\core\override\ должны появится пять новых файлов&lt;br /&gt;
hf_rob_chaa_0.phy&lt;br /&gt;
hf_rob_chaa_0.msh&lt;br /&gt;
hf_rob_chaa_0.mmh&lt;br /&gt;
hf_rob_chaa_0.met&lt;br /&gt;
pf_rob_chaz_0.mao&lt;br /&gt;
Там-же уже должны находится обе текстуры. Ну, вот собственно и все. Модель готова, можно запускать игру и смотреть результат.&lt;br /&gt;
&lt;br /&gt;
== Addding custom shield ==&lt;br /&gt;
&lt;br /&gt;
Процесс тот же самый с разницей, что щиту не нужен rigging.&lt;br /&gt;
  &lt;br /&gt;
1) Импортируйте любой щит из игры. В отличие от брони тут не нужно следить за размером - ЛЮБОЙ щит подойдет.&lt;br /&gt;
&lt;br /&gt;
2) Импортируйте ваш щит в ту же сцену и погдгоните его размер к тому, что из игры.&lt;br /&gt;
&lt;br /&gt;
3) Сделайте из ващего нового щита ПКМ -&amp;gt; &amp;quot;make editable mesh&amp;quot;. Collapse any active modifiers on the &amp;quot;new&amp;quot; item. Then add a new &amp;quot;unwrap UVW&amp;quot; modiefier to it, and double click it to open the UVW window. then drag and select everything you see there, and DRAG IT ANYWHERE OUTSIDE THE OUTLINED BOX IN THE CENTER. This will make life easier for you in step 6.&lt;br /&gt;
&lt;br /&gt;
4) Выберите щит из игры и выберете все модификаторы исключая &amp;quot;unwrap UVW&amp;quot;. ПКМ -&amp;gt;&amp;quot;cut&amp;quot;, а не удалить, потому что м ыбудем их использовать. Далее ПКМ -&amp;gt; &amp;quot;make editable mesh&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
5) Теперь &amp;quot;attach&amp;quot; щит из ДАО к вашему новому щиту. &lt;br /&gt;
&lt;br /&gt;
6) Добавть новый &amp;quot;unwrap uvw&amp;quot; к этому mesh. Проверьте все ли модификаторы на месте - press the &amp;quot;+&amp;quot; слева. Выберите &amp;quot;face&amp;quot;, и выберете все, что внутри the outlined box в середине. ПКМ &amp;quot;unwrap UVW&amp;quot; и выберете &amp;quot;collapse to&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
7) Потом нажмите &amp;quot;+&amp;quot; слева от слов &amp;quot;editable mesh&amp;quot;. Выберте &amp;quot;element&amp;quot; и удалите. Вставьте все модификаторы, которые мы вырезали на шаге 4.&lt;br /&gt;
&lt;br /&gt;
8) Добавьте текстуры и экспортируйте.&lt;br /&gt;
&lt;br /&gt;
== Custom icons ==&lt;br /&gt;
Добавьте icon через тулсет. Иконка должна быть с такими настройками:&lt;br /&gt;
&lt;br /&gt;
[[File:Yourlvl_FOLDER.PNG|border]]&lt;br /&gt;
&lt;br /&gt;
== Useful links ==&lt;br /&gt;
&lt;br /&gt;
*[[Customisation of original Dragon age armor]]&lt;br /&gt;
*[[Adding custom shield tutorial]]&lt;br /&gt;
*[[Adding custom level tutorial]] - Add your own level.&lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/423834-the-witcher-1-armors-in-da-origins/page-2#entry3544131 How to add new armor to DAO on English] &lt;br /&gt;
*[http://forums.nexusmods.com/index.php?/topic/1122450-loincloth-fashion/page-56#entry16909714 How to fix GDA conflict]&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/3974/? Item Variation ID spreadsheet modification]&lt;br /&gt;
*[https://youtu.be/370D7Lul9tk Skinning tutorial]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19864</id>
		<title>Adding custom level tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Adding_custom_level_tutorial&amp;diff=19864"/>
				<updated>2018-01-05T18:02:09Z</updated>
		
		<summary type="html">&lt;p&gt;Ladyofpayne1: /* Models for scaling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Author: Ladyofpayne&lt;br /&gt;
*3ds max (gmax) no older than 2011 year - Eshme Import/Export DAO Tools doesn't work with new versions.&lt;br /&gt;
*[http://www.nexusmods.com/dragonage/mods/895/? Eshme Import/Export DAO Tools] - Script for 3s max&lt;br /&gt;
*Dragon Age Origins and Dragon Age Toolset - install it in the same folder as the game.&lt;br /&gt;
*Adobe Photoshop and Nvidia DDS Plugin for textures.&lt;br /&gt;
*[http://social.bioware.com/project/2637/ mesh lightmap fixes] - Install this project.&lt;br /&gt;
*Engine won't work with models bigger than 45 000 polygons and 30 000 vertexes. Even if it works still make sure your model isn't too complex - Lightmapping render can be failed.&lt;br /&gt;
&lt;br /&gt;
'''Before we begin extract all DAO resources and keep it somewhere. You will need them.'''&lt;br /&gt;
&lt;br /&gt;
You can use also the toolset to extract the model and textures, but fisrt you need to know the name of what you are looking for, in the tooset go File-&amp;gt;Open file-&amp;gt; /packages/core/data/modelmeshdata.erf there you have some strings to help you find the models:&lt;br /&gt;
&lt;br /&gt;
armours: arm_ +armour type; gloves: glv_; boots: boo_; clothes: cth_; robes: rob_; helmets:hlh_; weapons: w_+ weapon type; shield:w_shd; hair: har_; props:prp_;placeabes:plc_;&lt;br /&gt;
creature: c_; npc creatures: cn_; children: kn_;&lt;br /&gt;
&lt;br /&gt;
for races and genders you have human/elf/dwarf/qunari followed by the gender female/male, so human male: hm_; dwarf female: df_; etc.&lt;br /&gt;
&lt;br /&gt;
*'''in the modelmeshdata.erf you need extract the .msh files''' the _0 files are the model you see in game when using the armour/cloth, the _2 and _3 files are the low level of detail (LOD) models, when other NPCs are using them and they are far away from you.&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/modelmeshhierarchy.erf you need extract the .mmh and .phy files.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the .../core/data/materialobjects.erf you need to extract the .mao file.'''&lt;br /&gt;
&lt;br /&gt;
*'''in the files .../core/data/textures.erf (props, placeables) and/or .../core/textures/high/textures.erf (characters and armours) you need to extract the .dds files''', in those files the letter for the races in the file's name are changed to p, so human male, dwarf male, elf male, qunari male are all: pm_, because they all use the same texture.&lt;br /&gt;
&lt;br /&gt;
== Script Settings ==&lt;br /&gt;
&lt;br /&gt;
Watch where you install Eshme script - program files(x86) for 32 programs at 64 bit computers. Eshme script and the game have to be in one folder of program files.&lt;br /&gt;
&lt;br /&gt;
Take Eshme Import/Export: Startup, YAGG and  DAOTools -&amp;gt; put into C(your disc):/Program Files/Autodesk/3dsmax/Scripts -&amp;gt; scripts &lt;br /&gt;
&lt;br /&gt;
If your installation is correct them when you first open 3d man you will see window with the settings&lt;br /&gt;
&lt;br /&gt;
In Game Path HAVE to be  folder of the game C:\Program Files (x86)\Dragon Age, in Export Path folder Override in folders C:\Program Files (x86)\Dragon Age\packages\core\override.&lt;br /&gt;
&lt;br /&gt;
Next sctar of 3d max you can begin your work in 3 d Max -&amp;gt; Run Script.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
Size of the texture have to be :4 1024 -&amp;gt; 2048 -&amp;gt; 4096 -&amp;gt; 8192. You will need 3 type of them and you probably need to connect textures because DAO engine works only with one material at one model. Put them all in one file and make the same posistion for each part of every type:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Text1.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Diffuse map. Has &amp;quot;_d&amp;quot; letter in the name. What your model will looks like. Create Alpha channel and make it white inless you have parts than need to have &amp;quot;holes&amp;quot; in it. Then it will looks like that:&lt;br /&gt;
&lt;br /&gt;
[[File:Alpha1ex.png|border]]&lt;br /&gt;
&lt;br /&gt;
2) Normal map. Has &amp;quot;_n&amp;quot; letter in the name. It is grey texture. Just save your Diffuse map with this settings:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How it has to looks like:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Normalex.png|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) Spectacular map. Has &amp;quot;_s&amp;quot; letter in the name and '''necessary for the lightmapping'''. Just take duffise texture the modify it image-&amp;gt; adjustments -&amp;gt;brightness brightness:45, contrast: 95 and copy its blue channel to alpa. The texture is ready.&lt;br /&gt;
&lt;br /&gt;
Save you textures. Normal map settings is listed above. Diffuse and Spectacular settings:&lt;br /&gt;
&lt;br /&gt;
[[File:Therestsave.png|border|50%]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) All textures put into '''Documents\BioWare\Dragon Age\AddIns\your Module_ID\module\override''' in the same folders as models. Each model has to be organised and be in it's own folder. Make sure each model has all 3 types of textures and each type has it's letter. '''Example:''' prp_namemodel_'''0d''', prp_namemodel_'''0n''', prp_namemodel_'''0s'''.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
Select your model and on the panel above use '''Rendering-&amp;gt; Material editor-&amp;gt; Compact material editor''' Then click on '''Get Material''' and choose from the list '''Dragon Age Material'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Materialeditor.png|border]]&lt;br /&gt;
[[File:Materialwork.png|border]]&lt;br /&gt;
&lt;br /&gt;
In '''Material Type''' choose '''Prop Default''', in '''Render Semantics''' – '''Default (Opaque Prop)\ Trasparent if you have any transparency'''. Select your texture in '''Texture Maps''' - diffuse, normal and specular. Select your model and click on '''Assign Material to Selection''' (1) and use '''Show Map in Viewport''' (2). Now give your material proper name without '''_0''' in the end. Example: if your model texture is named is prp_orl_bed_0d name the material prp_orl_bed.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_material.png|border]]&lt;br /&gt;
&lt;br /&gt;
== More than one texture ==&lt;br /&gt;
Necessary step if you connect more then one texture for a model. But even if your model has only one texture it is better to make sure evertything is correct.&lt;br /&gt;
&lt;br /&gt;
Select your model and then open '''Modifiers-&amp;gt; UV Coordinates- &amp;gt; Unwrap UVW'''&lt;br /&gt;
&lt;br /&gt;
You will see something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Editingmaterials.png|border]]&lt;br /&gt;
&lt;br /&gt;
Geen lines are coordinates of textures on the model. '''Dragon age: Oginins engine  work with only one material and can &amp;quot;see&amp;quot; everything ONLY inside the bolder square form the picture.''' WChoose as background texture if your model and now move all green lines so it will cover it like is has to be. You can move materials one by one by choosing them in All ID's. You can change scale of coordinates, rotate them and do all manipulations you see necessary to make your coordinates fit to texture inside the square just like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Mated2.png|border]]&lt;br /&gt;
&lt;br /&gt;
Save and close Unwrap UVW.&lt;br /&gt;
&lt;br /&gt;
== 3d Max ==&lt;br /&gt;
After you finish working with the materials and the textures you can work with the model now. If your model looks rough change it by '''Right click -&amp;gt; convert to Editable Poly-&amp;gt; Vertex-&amp;gt; Select all (CTRL+ A)-&amp;gt; Weld'''. Before next step finish all fixes: '''Unwrap UVW, material and textures.''' If you move to next step without fixing you have to redo it from the beginning later.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_Convertintomesh.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
1 - Right click on a model and select '''&amp;quot;Convert into editable poly&amp;quot;'''&amp;gt; In '''modifier list choose and add 2 Unwrap UVW''' to your model. In the second one you have to change '''map channel''' to 2 - this is the channel needed for lighmapping.&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_cuteditmaterials.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 - For the rest part you need to look for this video becaue I cannot describe how this part supposed to work but you have to follow my instructions while you working with the materials. [https://youtu.be/m8DFXmIGJZc Dragon Age Modding: Creating Props using 3ds max]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 - While you using '''Runscript-&amp;gt; manage models''' -&amp;gt; look for your models and make sure they have those settings. Change collision Walkable\ Non walkable if this object lies on the floor.&lt;br /&gt;
Mesh:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletealll.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Collision:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_deletepixel.jpg|border]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 - Run script-&amp;gt; export and name your files with '''_0''' in the end. '''EXAMPLE:''' prp_yourmodel_0. Since you use textures for the whole group you folders for each model has to be in one big folder for your group. Like this:&lt;br /&gt;
&lt;br /&gt;
[[File:LOP_materialgroup.jpg|border]]&lt;br /&gt;
&lt;br /&gt;
5 - After you port the model open MAO file with the Notepad and '''JUST''' after line '''&amp;lt;DefaultSemantic Name=&amp;quot;Blend&amp;quot;&amp;gt;&amp;lt;/DefaultSemantic&amp;gt;''' add this line '''&amp;lt;Texture Name=&amp;quot;mml_tLightmap&amp;quot; ResName=&amp;quot;LM.dds&amp;quot; RequiresID=&amp;quot;true&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;'''. Now save the file.&lt;br /&gt;
&lt;br /&gt;
== Models for scaling ==&lt;br /&gt;
You can test the collision by pressing button &amp;quot;Fade cutaway&amp;quot; and see which models disappear - those don't have collision. You can change it by set '''Override Cutaway: false''' if you use model without collision. Now press &amp;quot;Fade cutaway&amp;quot; - the model will be in level now. You don't have collision to cover your whole model- you need it cover only part on the ground so your character won't walk through the model.&lt;br /&gt;
=== Level ===&lt;br /&gt;
*&amp;quot;wallfull1_0&amp;quot; - '''Both'''. Wall with collision. Use it when you need wall.&lt;br /&gt;
*&amp;quot;wallfulldoor1_0&amp;quot; - '''Both'''. Door arch with collision. Use it when you need an arch without door.&lt;br /&gt;
*&amp;quot;support1_0&amp;quot; - '''Both'''. Two columns with collision. Use it when you need column- collision is cylindric form.&lt;br /&gt;
*tti_top01_01 - '''TTI ONLY.Celing without collision. '''Use it when you need an item on the ceiling without collision.&lt;br /&gt;
&lt;br /&gt;
=== Props ===&lt;br /&gt;
*prp_painting_01_0 - painting on a wall with collision.&lt;br /&gt;
*prp_chestornat01_0 - chest with collision.&lt;br /&gt;
*prp_chair_01_0 - chair with collision.&lt;br /&gt;
*prp_table_01_0 - table with collision.&lt;br /&gt;
*prp_tevbookshelf1_0 - bookshelf with collision.&lt;br /&gt;
*prp_vase_01_0 - vase with collision.&lt;br /&gt;
*prp_bed01_0 - bed with collision.&lt;br /&gt;
*prp_cand04_0 - chandelier from above no collision.&lt;br /&gt;
*prp_dwfrug2_0 - rug on the floor.&lt;br /&gt;
*fca_floor01_0 - floor with collision.&lt;br /&gt;
&lt;br /&gt;
== Export==&lt;br /&gt;
&lt;br /&gt;
Save your '''.LVL''' files in Documents\BioWare\Dragon Age\AddIns\your Module_ID\core\env. Make sure '''.ERF''' and '''.ERF.BACK''' are here too after you press &amp;quot;Do All Local post&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
1) '''NOTE:ALWAYS port your custom levels from SINGLE PLAYER!''' Manage modules-&amp;gt; Single Player-&amp;gt; open your '''LVL''' there.&lt;br /&gt;
&lt;br /&gt;
2) Add minimap. Right click, then select Minimap &amp;gt; Minimap Selection Tool. The default green box appears. Right click on the area again, Minimap &amp;gt; Post Minimap to Local. It's possible to handcraft or refine the minimap, as detailed under [[Custom minimaps]].&lt;br /&gt;
&lt;br /&gt;
3) Press Button '''&amp;quot;Render lightmaps&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
4) Press button  '''&amp;quot;Set Start point&amp;quot;''' for Pathfinding -&amp;gt; Press button '''&amp;quot;Generate pathfinding&amp;quot;'''. '''NOTE:  Pathfinding is not possible for two overlapping height levels. Also generation fails if you put the start point in collision (non-walkable part) so watch carefully where do you put it.'''&lt;br /&gt;
&lt;br /&gt;
5) Press button  '''&amp;quot;Do All Local post&amp;quot;''' - this will export your level and you can use it in your area. Files will be ported into Documents\BioWare\Dragon Age\Toolset. Or use Search for each location name in Documents.&lt;br /&gt;
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6) All files have to be in folder in '''Documents\BioWare\Dragon Age\addins\your Module_ID\packages\core\override'''. Each model has to be organised and be in it's own folder. Your Custom model and texture files has to be in the same folder as your ported Levels.&lt;br /&gt;
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Make sure that your folder has all type of files also with folders Textures and trees. &lt;br /&gt;
'''NOTE: When you will make Builder to Player packed you will be asked to delete some of files NEVER DO THAT!'''&lt;br /&gt;
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7) TO BE CONTUNUED.&lt;br /&gt;
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== Useful links ==&lt;br /&gt;
*[[Installing the toolset]] - very important for program troubleshooting. NVIDIA_PhysX section- if you have pathfinding generation problems.&lt;br /&gt;
*[[Bug: Water plane missing in-game]] - how to fix this bug and make your water appear in the game.&lt;br /&gt;
*[[Bug: New level doesn't work correctly]] - how to fix it if your level doesnt work.&lt;br /&gt;
*[[Lighting Tutorial]] - Lightmapping  troubleshooting.&lt;br /&gt;
*[[Level Editor Tutorial]] and [[Level tutorial]] - General advises.&lt;br /&gt;
*[[Adding custom armor tutorial]] - How to add your own armor.&lt;br /&gt;
*[[Adding custom shield tutorial]] - How to add your own shield.&lt;br /&gt;
*The .lvl files from DAO [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;
*[http://www.greentoken.de/onlineconv/ 3D converter]&lt;br /&gt;
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[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Ladyofpayne1</name></author>	</entry>

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