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	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=15844</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=15844"/>
				<updated>2011-02-22T02:56:49Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* itemprps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. See also [[Prefixes in use]] and [[Compatibility]].&lt;br /&gt;
&lt;br /&gt;
Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset had a bug in ExcelProcessor that caused problems with high row ID numbers, but this has been fixed in subsequent releases. See [[Bug: ExcelProcessor doesn't handle row IDs above 8.3 million correctly|the bug report]].&lt;br /&gt;
&lt;br /&gt;
As of now there is a bug that prevents ID's above 255 to be used for some M2DA's. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]] for a list of tables affected.&lt;br /&gt;
&lt;br /&gt;
Another [[Bug: DLC conflicts with standalone campaigns|bug]] affects the rewards M2DA.&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
&lt;br /&gt;
According to the [[ABI_base]] page under the ''tooltipstrref'' column, anything over 500000 is considered a debuff. This would limit the range a fair amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50001&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 51000 - 51002&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 450000 - 450300&lt;br /&gt;
| ladydesire's [http://social.bioware.com/project/815/ Tevinter Warden class]&lt;br /&gt;
|-&lt;br /&gt;
| 466000 - 466100&lt;br /&gt;
| Apolyon6k's [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 901974-903000 and 401974-403000(modal)&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000 - 1337008&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560500&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680250&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/2646/ 2 Handed Weapon Abilities for Arcane Warriors]&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/3637/ Dual Weapon Abilities for Arcane Warriors]&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/2644/ Weapon and Shield Abilities for Arcane Warriors]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== AI_TacticsPresets ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 9'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 15&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== ambient_ai ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000000-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ANIM_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65002&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
&lt;br /&gt;
Note that there is a bug involving this 2DA: [[Bug: APR base maximum M2DA row ID is 65535 in the toolset]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 40010&lt;br /&gt;
| [http://social.bioware.com/project/3175/ Horses]&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65001&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 55000 - 57000&lt;br /&gt;
| World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
||-&lt;br /&gt;
| 65010 - 65025&lt;br /&gt;
| Mutantspicy Oracle and Enchanted Armor [Dragonage Nexus]&lt;br /&gt;
|--&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== armor_massive_variation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 8'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 50-50&lt;br /&gt;
| [http://social.bioware.com/project/3666/ Sandbox]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the highest working tested ID for this variation is 141. See [http://social.bioware.com/wiki/datoolset/index.php/Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game bug report]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 40200&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 57000-59000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50100&lt;br /&gt;
| Feline Fuelled Games - (by Silk) [http://www.felinefuelledgames.de/ Feline Fuelled Games]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== CLA_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 25'''&lt;br /&gt;
| '''Bioware&lt;br /&gt;
|-&lt;br /&gt;
| 10000 - 10012&lt;br /&gt;
| Ladydesire&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5682000&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== engineevents ==&lt;br /&gt;
&lt;br /&gt;
Those ranges relates to custom events types/ID and not to engineevents based [[Event_override|events overriding]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 500&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 510 - 511&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== guitypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 600 - 600&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 601 - 601&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 666000 - 666020&lt;br /&gt;
| Apolyon6k's [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000 - 1337001&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 1974100-1974200&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Heraldry ==&lt;br /&gt;
There is a [[Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game | bug]] with this table. The range 0-255 is known to work.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (using 201 onwards temporarily) &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemprps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10022'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 2555000-2555010&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873322&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 2560000-2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 2555000-2555010&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7771000 - 7771500&lt;br /&gt;
| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth] (reserved by Starlight on Questorion's behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ItemVariations (all) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000'''&lt;br /&gt;
| '''Bioware - reserved (guessed)'''&lt;br /&gt;
|-&lt;br /&gt;
| 12000 - 12100&lt;br /&gt;
| [http://social.bioware.com/project/1923/ Adonnay's Weaponry] (reserved by mikemike37 on his behalf)&lt;br /&gt;
|-&lt;br /&gt;
| 140 - 160&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 101000 - 400000&lt;br /&gt;
| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth] (reserved by Starlight on Questorion's behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
note: ItemVariations are affected by the bug which prevents ID's above 255 from appearing properly in the game. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5000 - 5014&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 100000&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1907/ Event Manager]&lt;br /&gt;
|-&lt;br /&gt;
| 690000 - 690100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000 - 1337001&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 2300000 - 2300100&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (M2DA prefix: COC)&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5000000 - 5000010&lt;br /&gt;
| Noob766's [http://social.bioware.com/project/3827/ Companion Compatibility pack]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680050 - 5680055&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/3185/ Flexible craft UI]&lt;br /&gt;
|-&lt;br /&gt;
| 5681000 - 5681005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/2896/ DACrafting framework]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 6660000 - 6660050&lt;br /&gt;
| Apolyon6k - [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/1688/ UI Mod]&lt;br /&gt;
|-&lt;br /&gt;
| 7000051 - 7000055&lt;br /&gt;
| FtG - [http://social.bioware.com/project/3663/ Custom Loading Screen]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000 - 7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone] &lt;br /&gt;
|-&lt;br /&gt;
| 7777770 - 7777799&lt;br /&gt;
| Magic - [http://social.bioware.com/project/1429/ Void Walker] (M2DA prefix: VWK)&lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|- &lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialrules ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873323&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680300&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PartyPicker ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 11'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''????'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 101-199&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 200 - 299&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 300 - 350&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1974-1980&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 5711-5720&lt;br /&gt;
| [http://social.bioware.com/project/3926/ Castle Drakhaoul] by Marshal57'&lt;br /&gt;
|-&lt;br /&gt;
| 6660 - 6665&lt;br /&gt;
| Apolyon6k's [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 6900000 - 6900200&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 690000 - 690100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 2000000 - 2000050&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=942 Oracle,mutantspicy's magic vault, and other custom armors]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000 - 7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 10100000&lt;br /&gt;
| Camp [http://social.bioware.com/project/463/ storage chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100011 - 10100013&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2620/ Camp Merchant Chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100014 - 10100016&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2717/ Item Sets Fix]&lt;br /&gt;
|-&lt;br /&gt;
| 10100100 - 10100110&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 42006090 - 42006100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1120 Morrigan Restoration Patch]&lt;br /&gt;
|-&lt;br /&gt;
| 1000197400 - 1000197410&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 1109197751 - 1109197799&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1020 Awakening Runes Fixes], [http://dragonagenexus.com/downloads/file.php?id=1112 Awakening Blackblade Armor Dragon Drop Fix]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1672464532 - 1672464542&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/2991/ Ser Gilmore NPC Awakening]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 14000 - 16000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 17000 - 19000&lt;br /&gt;
| Standalone modules (see discussion tab)&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 43050-43061&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]  (Greater 65535 is showing bugs so this is until it is fixed)&lt;br /&gt;
|-&lt;br /&gt;
| 43062-43065&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 56000-56200&lt;br /&gt;
| [http://social.bioware.com/project/2472/#details Mikes Invisible Boxes]&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden] (NOTE: I'm using the 6000-6200 range until Bioware fixes the bug which prevents m2da ID ranges above 900000 from showing up in game.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 1974-1978&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon] (They are low so they'll show in game, recall the toolset bug)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== popups ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000001-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRJ_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== String ID ==&lt;br /&gt;
It is not generally necessary to register String ID ranges here. The values generated by the toolset are sufficiently random to minimise the risk of collision. Exception : the Community Contest reserved the range below so that the builders will stick to that and can import VO without having to renumber the VO files.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 89000000  - 89999999&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 6900 - 6920&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1109197701 - 1109197750&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1064 Helmets without wings and retints]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ts_material ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TS_Category ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== vfx_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680011 - 5680019&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== worldmaps (has to be less than 256) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 6'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| '''210 - 220'''&lt;br /&gt;
| [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=15751</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=15751"/>
				<updated>2011-02-14T01:38:22Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* itemsets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. See also [[Prefixes in use]] and [[Compatibility]].&lt;br /&gt;
&lt;br /&gt;
Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset had a bug in ExcelProcessor that caused problems with high row ID numbers, but this has been fixed in subsequent releases. See [[Bug: ExcelProcessor doesn't handle row IDs above 8.3 million correctly|the bug report]].&lt;br /&gt;
&lt;br /&gt;
As of now there is a bug that prevents ID's above 255 to be used for some M2DA's. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]] for a list of tables affected.&lt;br /&gt;
&lt;br /&gt;
Another [[Bug: DLC conflicts with standalone campaigns|bug]] affects the rewards M2DA.&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
&lt;br /&gt;
According to the [[ABI_base]] page under the ''tooltipstrref'' column, anything over 500000 is considered a debuff. This would limit the range a fair amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50001&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 51000 - 51002&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 450000 - 450300&lt;br /&gt;
| ladydesire's [http://social.bioware.com/project/815/ Tevinter Warden class]&lt;br /&gt;
|-&lt;br /&gt;
| 466000 - 466100&lt;br /&gt;
| Apolyon6k's [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 901974-903000 and 401974-403000(modal)&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000 - 1337008&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560500&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680250&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/2646/ 2 Handed Weapon Abilities for Arcane Warriors]&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/3637/ Dual Weapon Abilities for Arcane Warriors]&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/2644/ Weapon and Shield Abilities for Arcane Warriors]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== AI_TacticsPresets ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 9'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 15&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== ambient_ai ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000000-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ANIM_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65002&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
&lt;br /&gt;
Note that there is a bug involving this 2DA: [[Bug: APR base maximum M2DA row ID is 65535 in the toolset]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 40010&lt;br /&gt;
| [http://social.bioware.com/project/3175/ Horses]&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65001&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 55000 - 57000&lt;br /&gt;
| World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
||-&lt;br /&gt;
| 65010 - 65025&lt;br /&gt;
| Mutantspicy Oracle and Enchanted Armor [Dragonage Nexus]&lt;br /&gt;
|--&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== armor_massive_variation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 8'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 50-50&lt;br /&gt;
| [http://social.bioware.com/project/3666/ Sandbox]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the highest working tested ID for this variation is 141. See [http://social.bioware.com/wiki/datoolset/index.php/Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game bug report]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 40200&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 57000-59000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50100&lt;br /&gt;
| Feline Fuelled Games - (by Silk) [http://www.felinefuelledgames.de/ Feline Fuelled Games]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== CLA_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 25'''&lt;br /&gt;
| '''Bioware&lt;br /&gt;
|-&lt;br /&gt;
| 10000 - 10012&lt;br /&gt;
| Ladydesire&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5682000&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== engineevents ==&lt;br /&gt;
&lt;br /&gt;
Those ranges relates to custom events types/ID and not to engineevents based [[Event_override|events overriding]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 500&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 510 - 511&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== guitypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 600 - 600&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 601 - 601&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 666000 - 666020&lt;br /&gt;
| Apolyon6k's [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000 - 1337001&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 1974100-1974200&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Heraldry ==&lt;br /&gt;
There is a [[Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game | bug]] with this table. The range 0-255 is known to work.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (using 201 onwards temporarily) &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemprps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10022'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873322&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 2560000-2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 2555000-2555010&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7771000 - 7771500&lt;br /&gt;
| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth] (reserved by Starlight on Questorion's behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ItemVariations (all) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000'''&lt;br /&gt;
| '''Bioware - reserved (guessed)'''&lt;br /&gt;
|-&lt;br /&gt;
| 12000 - 12100&lt;br /&gt;
| [http://social.bioware.com/project/1923/ Adonnay's Weaponry] (reserved by mikemike37 on his behalf)&lt;br /&gt;
|-&lt;br /&gt;
| 140 - 160&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 101000 - 400000&lt;br /&gt;
| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth] (reserved by Starlight on Questorion's behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
note: ItemVariations are affected by the bug which prevents ID's above 255 from appearing properly in the game. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5000 - 5014&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 100000&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1907/ Event Manager]&lt;br /&gt;
|-&lt;br /&gt;
| 690000 - 690100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000 - 1337001&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 2300000 - 2300100&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (M2DA prefix: COC)&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5000000 - 5000010&lt;br /&gt;
| Noob766's [http://social.bioware.com/project/3827/ Companion Compatibility pack]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680050 - 5680055&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/3185/ Flexible craft UI]&lt;br /&gt;
|-&lt;br /&gt;
| 5681000 - 5681005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/2896/ DACrafting framework]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 6660000 - 6660050&lt;br /&gt;
| Apolyon6k - [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/1688/ UI Mod]&lt;br /&gt;
|-&lt;br /&gt;
| 7000051 - 7000055&lt;br /&gt;
| FtG - [http://social.bioware.com/project/3663/ Custom Loading Screen]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000 - 7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone] &lt;br /&gt;
|-&lt;br /&gt;
| 7777770 - 7777799&lt;br /&gt;
| Magic - [http://social.bioware.com/project/1429/ Void Walker] (M2DA prefix: VWK)&lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|- &lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialrules ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873323&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680300&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PartyPicker ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 11'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''????'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 101-199&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 200 - 299&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 300 - 350&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1974-1980&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 5711-5720&lt;br /&gt;
| [http://social.bioware.com/project/3926/ Castle Drakhaoul] by Marshal57'&lt;br /&gt;
|-&lt;br /&gt;
| 6660 - 6665&lt;br /&gt;
| Apolyon6k's [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 6900000 - 6900200&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 690000 - 690100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 2000000 - 2000050&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=942 Oracle,mutantspicy's magic vault, and other custom armors]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000 - 7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 10100000&lt;br /&gt;
| Camp [http://social.bioware.com/project/463/ storage chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100011 - 10100013&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2620/ Camp Merchant Chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100014 - 10100016&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2717/ Item Sets Fix]&lt;br /&gt;
|-&lt;br /&gt;
| 10100100 - 10100110&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 42006090 - 42006100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1120 Morrigan Restoration Patch]&lt;br /&gt;
|-&lt;br /&gt;
| 1000197400 - 1000197410&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 1109197751 - 1109197799&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1020 Awakening Runes Fixes], [http://dragonagenexus.com/downloads/file.php?id=1112 Awakening Blackblade Armor Dragon Drop Fix]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1672464532 - 1672464542&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/2991/ Ser Gilmore NPC Awakening]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 14000 - 16000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 17000 - 19000&lt;br /&gt;
| Standalone modules (see discussion tab)&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 43050-43061&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]  (Greater 65535 is showing bugs so this is until it is fixed)&lt;br /&gt;
|-&lt;br /&gt;
| 43062-43065&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 56000-56200&lt;br /&gt;
| [http://social.bioware.com/project/2472/#details Mikes Invisible Boxes]&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden] (NOTE: I'm using the 6000-6200 range until Bioware fixes the bug which prevents m2da ID ranges above 900000 from showing up in game.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 1974-1978&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon] (They are low so they'll show in game, recall the toolset bug)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== popups ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000001-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRJ_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== String ID ==&lt;br /&gt;
It is not generally necessary to register String ID ranges here. The values generated by the toolset are sufficiently random to minimise the risk of collision. Exception : the Community Contest reserved the range below so that the builders will stick to that and can import VO without having to renumber the VO files.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 89000000  - 89999999&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 6900 - 6920&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1109197701 - 1109197750&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1064 Helmets without wings and retints]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ts_material ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TS_Category ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== vfx_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680011 - 5680019&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== worldmaps (has to be less than 256) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 6'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| '''210 - 220'''&lt;br /&gt;
| [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Bug:_multiple_light_probes_all_generate_the_same_reflection&amp;diff=10000</id>
		<title>Bug: multiple light probes all generate the same reflection</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Bug:_multiple_light_probes_all_generate_the_same_reflection&amp;diff=10000"/>
				<updated>2010-01-22T17:19:23Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Created page with '*'''Version found:1.01''' &amp;lt;!-- put the version number of your toolset here --&amp;gt; *'''Status:''' Open  == Description == If you place multiple light probes in a level, outdoor or in...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*'''Version found:1.01''' &amp;lt;!-- put the version number of your toolset here --&amp;gt;&lt;br /&gt;
*'''Status:''' Open&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
If you place multiple light probes in a level, outdoor or indoor, they will all show exactly the same reflection. This happens even if the probes are separated by terrain like walls or mountains that would make them show different reflections.&lt;br /&gt;
&lt;br /&gt;
It is unclear how the toolset chooses the light probe to use.&lt;br /&gt;
&lt;br /&gt;
== Workarounds ==&lt;br /&gt;
No workaround. Multiple light probes do not work.&lt;br /&gt;
&lt;br /&gt;
[[Category:Toolset bugs]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=9536</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=9536"/>
				<updated>2010-01-13T01:03:01Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* placeable_types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset has a bug in ExcelProcessor.exe that causes row IDs to become inaccurate when larger than 8 million (reportedly 2&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;-1, or 8388607, if you'd like a more exact number). This bug will be fixed in the next release of the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680999&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/567/ Ongoing UI Mod Project] &lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor] &lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680199&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden] (NOTE: I'm using the 6000-6200 range until Bioware fixes the bug which prevents m2da ID ranges above 900000 from showing up in game.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2DAs]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=9535</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=9535"/>
				<updated>2010-01-13T01:02:48Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* placeable_types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset has a bug in ExcelProcessor.exe that causes row IDs to become inaccurate when larger than 8 million (reportedly 2&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;-1, or 8388607, if you'd like a more exact number). This bug will be fixed in the next release of the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680999&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/567/ Ongoing UI Mod Project] &lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor] &lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680199&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden] (NOTE: I'm using the 600-6200 range until Bioware fixes the bug which prevents m2da ID ranges above 900000 from showing up in game.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2DAs]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=9534</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=9534"/>
				<updated>2010-01-13T00:44:54Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* Custom content tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
{{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;
*[[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;
&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;
&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;
*[[Tutorial: Idiots guide to make special objects]]&lt;br /&gt;
*[[Tutorial: idiots guide to adding custom items to singleplayer]]&lt;br /&gt;
*[[Tutorial: Adding a Custom Model to Toolset]]&lt;br /&gt;
*[[Tutorial: Creating a custom placeable from a model]]&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
*[[Tutorial: Creating recolors of existing items]]&lt;br /&gt;
*[[Adding a New Spell Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[ToolSet: Area Layouts]]&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Follower tutorial]] (Simple and advanced, requires scripting knowledge)&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://lerlek.se/Video+Tutorials Lerlek Dragon Age Origins Toolset Video Tutorials Collection] has collected many in-depth video 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;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9533</id>
		<title>Creating recolors of existing items tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9533"/>
				<updated>2010-01-13T00:33:34Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Reformatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Item]] by recoloring an existing item. It is assumed that the reader is familiar with the Toolset. These instructions are based on a forum post by Dylbot.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
Open the item you want to recolor. For the purposes of this tutorial, we're going to go for heavy chainmail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyChainmail.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Create a new material=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CreateNewMaterial.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add a new tint library to Root=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintLibrary.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add a new tint object to that library=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintObject.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Enable the red, green and blue channels=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:EnableRGBChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Open the tint file for the object you are recoloring=&lt;br /&gt;
&lt;br /&gt;
You'll need to know what you're changing when you color the channels. If you don't have a DDS viewing program, now might be a good time to grab one. Windows Texture Viewer - http://developer.nvidia.com/object/windows_texture_viewer.html - is good for the purpose, and free.&lt;br /&gt;
&lt;br /&gt;
Using the Toolset, open up texturepack.erf in (Dragon Age directory)/core/packages/textures/high/, and scroll down to the texture you need (in this case, it's pm_arm_hvyc_0t.dds, signifying male, armor, heavy, type c, tint map). Right-click and open resource. At this point, you may want to hide the alpha channel in WTV, or all you're going to see is a pink square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedGreenBlueChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you're seeing is the armor texture, divided into three channels; red, blue, and green. As you may have guessed, each of the channels corresponds to the equivalent colored area on the tint map.&lt;br /&gt;
&lt;br /&gt;
=Change the colors as desired=&lt;br /&gt;
&lt;br /&gt;
If you do this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ChangeGreenChannel.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the green areas on the tint map (the chainmail and the belts) will become red on the model when you apply the tint. A little tip: the Diffuse color changes the base color, and the Specular color changes the reflection color. Change colors as you please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Name and save the tint file=&lt;br /&gt;
&lt;br /&gt;
Once you're happy, give your texture a name (I'd suggest sticking to the naming convention of the game, so something like arm_xyz, it'll add the T3 itself) save the matproj, and right click on Root - Post Selection to Local. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Add the new tint to your tint_override m2da=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, the next bit is a bit more complicated. In the item settings, you may notice an option called Tint Override.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TintOverride.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What we're going to do now is tell the game that our new tint is one of these overrides. This comes with the added bonus that the armor can be set as any material and still have the custom color. You'll need a spreadsheet program, so if you don't have MS Office, go pick up OpenOffice (if you don't have it already, naturally). Done? Right. Navigate to (Dragon Age directory)/tools/Source/2DA, and copy Tints.xls to your documents area, or wherever. Open up the copy, and choose the tint_override sheet. Add your new tint in at the next available blank line (put whatever you want as the label, something like &amp;quot;My Custom Tint 1&amp;quot; or something that makes it obvious what it is, and the file name in the tintfile box, which, in the case of our example, would be t3_arm_xyz. Star out the last column like the other tints). Save the worksheet and close it. Now, you're going to need to export that to the 2DA format. There's a handy tutorial over at the DA Builder wiki - http://social.bioware.com/wiki/datoolset/index.php/2DA - which looks a bit scary at first, but is nothing to be worried about. If you don't know how to create a batch file, all you do is create a new text document, and change the extension from .txt to .bat. Once you've exported, chuck the tint_override.gda file into the game's override folder, as described in the 2da tutorial.&lt;br /&gt;
Now, close the toolset and open it again. Check out your piece of armor, and check the tint overrides. Lo and behold, your new tint is there. Apply that sucker and admire your handiwork.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RecoloredItem.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save, check in, and export the armor. If you've got gloves and boots (and you should have, we're going for a matching set here), check them out and apply the tint too. You can even apply it to weapons and shields if you want. Once everything is checked out and exported, load up your game and take a look at your shiny new equipment (if you've set up your loading script, or already have the equipment. If not, check the custom item tutorial, it'll tell you what you need to know).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AlistairInArmor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Alastair wearing the new armor.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9532</id>
		<title>Creating recolors of existing items tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9532"/>
				<updated>2010-01-13T00:24:42Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Embedded the images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Item]] by recoloring an existing item. It is assumed that the reader is familiar with the Toolset. These instructions are taken from a forum post by Dylbot.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First of all, obviously, this can't be done if you don't have the toolset. So no custom colours for the 360 or the PS3, I'm afraid. If you don't have the toolset already (and you really should), go and get it. Go on. I'll wait.&lt;br /&gt;
Got it? Right. Get that bad boy opened. Now, I'm going to assume that you already know how to make a new piece of equipment. If you don't, head on over to http://social.bioware.com/forum/1/topic/8/index/114122 and get reading. Make yourself a nice piece of armour. For the purposes of the tutorial, we're going to go for heavy chainmail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:HeavyChainmail.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So! You've got your module loaded, your armour created and stats/material customised to your liking. Time to get that colour sorted out. First of all, create a new material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CreateNewMaterial.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then add a new tint library to Root.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintLibrary.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add a new tint object to that library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NewTintObject.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then enable the red, green and blue channels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:EnableRGBChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, you'll need to know what you're changing when you colour the channels. If you don't have a DDS viewing program, now might be a good time to grab one. Windows Texture Viewer - http://developer.nvidia.com/object/windows_texture_viewer.html - is good for the purpose, and free. Using the Toolset, open up texturepack.erf in (Dragon Age directory)/core/packages/textures/high/, and scroll down to the texture you need (in this case, it's pm_arm_hvyc_0t.dds, signifying male, armour, heavy, type c, tint map). Right-click and open resource. At this point, you may want to hide the alpha channel in WTV, or all you're going to see is a pink square.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RedGreenBlueChannels.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you're seeing is the armour texture, divided into three channels; red, blue, and green. As you may have guessed, each of the channels corresponds to the equivalent coloured area on the tint map. So, if you do this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ChangeGreenChannel.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the green areas on the tint map (the chainmail and the belts) will become red on the model when you apply the tint. A little tip: the Diffuse colour changes the base colour, and the Specular colour changes the reflection colour. Change colours as you please. Once you're happy, give your texture a name (I'd suggest sticking to the naming convention of the game, so something like arm_xyz, it'll add the T3 itself) save the matproj, and right click on Root - Post Selection to Local. &lt;br /&gt;
&lt;br /&gt;
Now, the next bit is a bit more complicated. In the item settings, you may notice an option called Tint Override.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TintOverride.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What we're going to do now is tell the game that our new tint is one of these overrides. This comes with the added bonus that the armour can be set as any material and still have the custom colour. You'll need a spreadsheet program, so if you don't have MS Office, go pick up OpenOffice (if you don't have it already, naturally). Done? Right. Navigate to (Dragon Age directory)/tools/Source/2DA, and copy Tints.xls to your documents area, or wherever. Open up the copy, and choose the tint_override sheet. Add your new tint in at the next available blank line (put whatever you want as the label, something like &amp;quot;My Custom Tint 1&amp;quot; or something that makes it obvious what it is, and the file name in the tintfile box, which, in the case of our example, would be t3_arm_xyz. Star out the last column like the other tints). Save the worksheet and close it. Now, you're going to need to export that to the 2DA format. There's a handy tutorial over at the DA Builder wiki - http://social.bioware.com/wiki/datoolset/index.php/2DA - which looks a bit scary at first, but is nothing to be worried about. If you don't know how to create a batch file, all you do is create a new text document, and change the extension from .txt to .bat. Once you've exported, chuck the tint_override.gda file into the game's override folder, as described in the 2da tutorial.&lt;br /&gt;
Now, close the toolset and open it again. Check out your piece of armour, and check the tint overrides. Lo and behold, your new tint is there. Apply that sucker and admire your handiwork.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:RecoloredItem.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Save, check in, and export the armour. If you've got gloves and boots (and you should have, we're going for a matching set here), check them out and apply the tint too. You can even apply it to weapons and shields if you want. Once everything is checked out and exported, load up your game and take a look at your shiny new equipment (if you've set up your loading script, or already have the equipment. If not, check the custom item tutorial, it'll tell you what you need to know).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:AlistairInArmor.jpg]]&lt;br /&gt;
&lt;br /&gt;
Alastair wearing the new armour.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:EnableRGBChannels.jpg&amp;diff=9531</id>
		<title>File:EnableRGBChannels.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:EnableRGBChannels.jpg&amp;diff=9531"/>
				<updated>2010-01-13T00:21:13Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:TintOverride.jpg&amp;diff=9530</id>
		<title>File:TintOverride.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:TintOverride.jpg&amp;diff=9530"/>
				<updated>2010-01-13T00:15:06Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:RedGreenBlueChannels.jpg&amp;diff=9529</id>
		<title>File:RedGreenBlueChannels.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:RedGreenBlueChannels.jpg&amp;diff=9529"/>
				<updated>2010-01-13T00:14:18Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:RecoloredItem.jpg&amp;diff=9528</id>
		<title>File:RecoloredItem.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:RecoloredItem.jpg&amp;diff=9528"/>
				<updated>2010-01-13T00:13:40Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:NewTintObject.jpg&amp;diff=9527</id>
		<title>File:NewTintObject.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:NewTintObject.jpg&amp;diff=9527"/>
				<updated>2010-01-13T00:13:23Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:NewTintLibrary.jpg&amp;diff=9526</id>
		<title>File:NewTintLibrary.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:NewTintLibrary.jpg&amp;diff=9526"/>
				<updated>2010-01-13T00:12:56Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:HeavyChainmail.jpg&amp;diff=9525</id>
		<title>File:HeavyChainmail.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:HeavyChainmail.jpg&amp;diff=9525"/>
				<updated>2010-01-13T00:12:04Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:CreateNewMaterial.jpg&amp;diff=9524</id>
		<title>File:CreateNewMaterial.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:CreateNewMaterial.jpg&amp;diff=9524"/>
				<updated>2010-01-13T00:10:37Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ChangeGreenChannel.jpg&amp;diff=9523</id>
		<title>File:ChangeGreenChannel.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ChangeGreenChannel.jpg&amp;diff=9523"/>
				<updated>2010-01-13T00:10:00Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:AlistairInArmor.jpg&amp;diff=9522</id>
		<title>File:AlistairInArmor.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:AlistairInArmor.jpg&amp;diff=9522"/>
				<updated>2010-01-13T00:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9520</id>
		<title>Creating recolors of existing items tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_recolors_of_existing_items_tutorial&amp;diff=9520"/>
				<updated>2010-01-12T17:29:14Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Pasted in the info from Dylbot's forum post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Item]] by recoloring an existing item. It is assumed that the reader is familiar with the Toolset. These instructions are taken from a forum post by Dylbot.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
The power of custom tinting. A process that goes a little something like this...&lt;br /&gt;
&lt;br /&gt;
First of all, obviously, this can't be done if you don't have the toolset. So no custom colours for the 360 or the PS3, I'm afraid. If you don't have the toolset already (and you really should), go and get it. Go on. I'll wait.&lt;br /&gt;
Got it? Right. Get that bad boy opened. Now, I'm going to assume that you already know how to make a new piece of equipment. If you don't, head on over to http://social.bioware.com/forum/1/topic/8/index/114122 and get reading. Make yourself a nice piece of armour. For the purposes of the tutorial, we're going to go for heavy chainmail.&lt;br /&gt;
&lt;br /&gt;
[http://lh4.ggpht.com/_7Tm7vdGkyXI/SwbEluuXWiI/AAAAAAAAAFU/o6lG_v53bw4/s800/Fullscreen%20capture%2020112009%20141034.bmp.jpg&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
So! You've got your module loaded, your armour created and stats/material customised to your liking. Time to get that colour sorted out. First of all, create a new material.&lt;br /&gt;
&lt;br /&gt;
http://lh4.ggpht.com/_7Tm7vdGkyXI/SwbEmWW8f-I/AAAAAAAAAFc/uyetQAY1-V0/s800/Fullscreen%20capture%2020112009%20141339.bmp.jpg&lt;br /&gt;
&lt;br /&gt;
Then add a new tint library to Root.&lt;br /&gt;
&lt;br /&gt;
http://lh4.ggpht.com/_7Tm7vdGkyXI/SwbEm6_-JZI/AAAAAAAAAFk/zXF6kRDGVcw/s800/Fullscreen%20capture%2020112009%20141430.bmp.jpg&lt;br /&gt;
&lt;br /&gt;
Add a new tint object to that library.&lt;br /&gt;
&lt;br /&gt;
http://lh5.ggpht.com/_7Tm7vdGkyXI/SwbEnKoCmII/AAAAAAAAAFs/CffuyK9rU7A/s800/Fullscreen%20capture%2020112009%20141435.bmp.jpg&lt;br /&gt;
&lt;br /&gt;
Then enable the red, green and blue channels.&lt;br /&gt;
&lt;br /&gt;
[imghttp://lh6.ggpht.com/_7Tm7vdGkyXI/SwbEnlgVmAI/AAAAAAAAAFw/RS484Cg1wxM/s800/Fullscreen%20capture%2020112009%20141509.bmp.jpg[/img]&lt;br /&gt;
&lt;br /&gt;
Now, you'll need to know what you're changing when you colour the channels. If you don't have a DDS viewing program, now might be a good time to grab one. Windows Texture Viewer - http://developer.nvidia.com/object/windows_texture_viewer.html - is good for the purpose, and free. Using the Toolset, open up texturepack.erf in (Dragon Age directory)/core/packages/textures/high/, and scroll down to the texture you need (in this case, it's pm_arm_hvyc_0t.dds, signifying male, armour, heavy, type c, tint map). Right-click and open resource. At this point, you may want to hide the alpha channel in WTV, or all you're going to see is a pink square.&lt;br /&gt;
&lt;br /&gt;
http://lh6.ggpht.com/_7Tm7vdGkyXI/SwbEokWRhMI/AAAAAAAAAF8/UzkbyEOna_k/s800/Fullscreen%20capture%2020112009%20145046.bmp.jpg&lt;br /&gt;
&lt;br /&gt;
What you're seeing is the armour texture, divided into three channels; red, blue, and green. As you may have guessed, each of the channels corresponds to the equivalent coloured area on the tint map. So, if you do this:&lt;br /&gt;
&lt;br /&gt;
http://lh6.ggpht.com/_7Tm7vdGkyXI/SwbEqSWyl3I/AAAAAAAAAGM/CjTNgULj2Lo/s800/Fullscreen%20capture%2020112009%20145611.bmp.jpg&lt;br /&gt;
&lt;br /&gt;
All of the green areas on the tint map (the chainmail and the belts) will become red on the model when you apply the tint. A little tip: the Diffuse colour changes the base colour, and the Specular colour changes the reflection colour. Change colours as you please. Once you're happy, give your texture a name (I'd suggest sticking to the naming convention of the game, so something like arm_xyz, it'll add the T3 itself) save the matproj, and right click on Root - Post Selection to Local. &lt;br /&gt;
&lt;br /&gt;
Now, the next bit is a bit more complicated. In the item settings, you may notice an option called Tint Override.&lt;br /&gt;
&lt;br /&gt;
http://lh6.ggpht.com/_7Tm7vdGkyXI/SwbErHxXBEI/AAAAAAAAAGU/cKWT_MUTPJI/s800/Fullscreen%20capture%2020112009%20154409.bmp.jpg&lt;br /&gt;
&lt;br /&gt;
What we're going to do now is tell the game that our new tint is one of these overrides. This comes with the added bonus that the armour can be set as any material and still have the custom colour. You'll need a spreadsheet program, so if you don't have MS Office, go pick up OpenOffice (if you don't have it already, naturally). Done? Right. Navigate to (Dragon Age directory)/tools/Source/2DA, and copy Tints.xls to your documents area, or wherever. Open up the copy, and choose the tint_override sheet. Add your new tint in at the next available blank line (put whatever you want as the label, something like &amp;quot;My Custom Tint 1&amp;quot; or something that makes it obvious what it is, and the file name in the tintfile box, which, in the case of our example, would be t3_arm_xyz. Star out the last column like the other tints). Save the worksheet and close it. Now, you're going to need to export that to the 2DA format. There's a handy tutorial over at the DA Builder wiki - http://social.bioware.com/wiki/datoolset/index.php/2DA - which looks a bit scary at first, but is nothing to be worried about. If you don't know how to create a batch file, all you do is create a new text document, and change the extension from .txt to .bat. Once you've exported, chuck the tint_override.gda file into the game's override folder, as described in the 2da tutorial.&lt;br /&gt;
Now, close the toolset and open it again. Check out your piece of armour, and check the tint overrides. Lo and behold, your new tint is there. Apply that sucker and admire your handiwork.&lt;br /&gt;
&lt;br /&gt;
http://lh5.ggpht.com/_7Tm7vdGkyXI/SwbEsGWqtII/AAAAAAAAAGc/-Z_CF-8pXPM/s800/Fullscreen%20capture%2020112009%20161045.bmp.jpg&lt;br /&gt;
&lt;br /&gt;
Save, check in, and export the armour. If you've got gloves and boots (and you should have, we're going for a matching set here), check them out and apply the tint too. You can even apply it to weapons and shields if you want. Once everything is checked out and exported, load up your game and take a look at your shiny new equipment (if you've set up your loading script, or already have the equipment. If not, check the custom item tutorial, it'll tell you what you need to know).&lt;br /&gt;
&lt;br /&gt;
http://lh6.ggpht.com/_7Tm7vdGkyXI/SwbEtGWbG_I/AAAAAAAAAGk/cS0vUN86eK8/s800/Screenshot20091120162439040.jpg&lt;br /&gt;
&lt;br /&gt;
Alastair wearing the new armour.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=9509</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=9509"/>
				<updated>2010-01-12T16:13:50Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset has a bug in ExcelProcessor.exe that causes row IDs to become inaccurate when larger than 8 million (reportedly 2&amp;lt;sup&amp;gt;23&amp;lt;/sup&amp;gt;-1, or 8388607, if you'd like a more exact number). This bug will be fixed in the next release of the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680999&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/567/ Ongoing UI Mod Project] &lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor] &lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680199&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2DAs]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9414</id>
		<title>Level editor</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9414"/>
				<updated>2010-01-10T17:38:43Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* Animations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
The level editor is used to generate the level layouts that are the basis for creating [[area]]s. A level layout is a non-interactive resource; the objects placed within it serve only to provide the physical structure and appearance of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead.&lt;br /&gt;
&lt;br /&gt;
Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: &amp;quot;flycam&amp;quot; mode ([[Image:IconFlycamStyle.png]] button in the toolbar) and 3DS Max mode ([[Image:Icon3DSMaxStyle.png]] button). NWN style is not currently supported.  (Use a combination of the mouse wheel + Ctrl or/and Alt (dependant on camera mode) to control the camera.  In either mode Numpad 5 will reset the camera.)&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
*Sector:  A sector is a square of geometry and is currently exported to the game as a “Chunk”.  For all intents and purposes, we can consider a sector and a chunk to cover the same area.   The different term is kept to distinguish between source (sector) and output (chunk).  Sectors are always square.&lt;br /&gt;
*Chunk:  A Chunk is the game-side basic building blocks of Terrain based levels.  Each Chunk is self-contained, has its own levels of Detail (LOD), RIMs, model lists, tree lists, etc.  It is what is streamed in and out during gameplay.&lt;br /&gt;
*Base Resolution:  This is the starting resolution of each cell, and can be specified in the wizard.&lt;br /&gt;
*Cell:  A cell is the basic building block of the terrain geometry.  Each cell starts off at the base resolution as a square and is made up of 2 polygons.&lt;br /&gt;
*Blend Mask:  The blend mask is the mask that is used to paint textures on the terrain. It is a blend16 algorithm, where it blends the highest 4 texture values (out of a possible 16) on each texel to come up with a texture mapped terrain.&lt;br /&gt;
*Texture Palette:  The texture palette is essentially a list of textures, one after the other.  When an artist wants to use a texture to paint on the terrain he/she would add a texture to this palette.&lt;br /&gt;
*Blend Texel:  These are the building blocks that make up the blend Mask. Each texel is comprised of 4 sets values and each value set is essentially a percentage of how much of that texture on the palette shows up, and a mapping of where it maps onto the mask.&lt;br /&gt;
*Tessellation:  Tessellation is the breaking up of a cell into more resolution of polygons.  For each tessellation level it breaks up each polygon into 4 equal parts.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interior and exterior levels ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of levels; interior and exterior. Many features of these two level types are the same and level editor documentation will generally be applicable to both types unless specifically noted. Their key difference is that exterior levels have a terrain mesh (the &amp;quot;ground&amp;quot;) and interior levels don't. Note however that there's no reason why you couldn't use one level type to &amp;quot;fake&amp;quot; the other - for example you could create a an entirely underground cave using an &amp;quot;exterior&amp;quot; level with the terrain mesh as the cave's floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a new level ==&lt;br /&gt;
To start the creation of a new level, choose to make a new level through the File menu or by right clicking on the palette. This will present you with a wizard that will set up several basic attributes. Note that some of these attributes can't be changed once the level has been created.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard start.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
The first choice is whether to have a terrain mesh (the &amp;quot;ground&amp;quot;) or not. A Room-based level uses a user-specified visibility graph that connects disjoint rooms together, useful for interiors and dungeon like areas.  Rooms are constructed using only existing models created in 3dsmax or another modeling package.  In comparison, the Terrain-based level is expansive, with no direct manipulation of what is visible from certain locations.  It also contains a terrain mesh that can be manipulated in the editor.  Models placement on top of this terrain mesh is similar to the Room-based levels.&lt;br /&gt;
&lt;br /&gt;
If you choose to have a room-based level you'll have to place chunks of floor, walls, and ceiling to enclose the player on all sides. Room-based levels have no further attributes that need to be configured during new level creation, so if you select &amp;quot;room-based&amp;quot; you'll be taken straight to the level editor from here.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain basic.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
If you choose terrain-based, you'll be asked to define some attributes for the terrain mesh. By default you're shown the basic set of attributes:&lt;br /&gt;
*Terrain mesh dimensions, in meters. Note that 64 by 64 is about the minimum that can produce a serviceable level, and that 256 by 256 is the maximum before one starts risking bad performance - though levels can be made larger than this if one takes care.&lt;br /&gt;
*Base mesh resolution - determines the size of the individual triangles that make up the terrain mesh. The default has 2 meter triangles. Note however that you'll be able to manipulate the terrain at a much higher resolution than this by using the tessellation tool; each tessellation level splits the previous level's triangles up into four smaller triangles.&lt;br /&gt;
*Chunk size - chunks are the basic simulation unit used by the engine. The default 32m is a good chunk size. You'll probably not want to reduce it smaller since you can't have the terrain mesh overhang from one chunk into another; smaller chunks could place limits on the sorts of terrain warping you'll be able to do later.&lt;br /&gt;
*Create a default water plane - Creating additional water planes later on is quick and easy, but this option provides a pre-made one by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain advanced.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
If you click the &amp;quot;advanced&amp;quot; button you'll be provided with a different presentation of the level's dimensions. Instead of defining its dimensions directly you can set how big chunks are and how many chunks there are in each dimension, defining the level's overall dimensions implicitly.&lt;br /&gt;
&lt;br /&gt;
There's one important attribute that can only be set in the advanced pane; the texel map's resolution. A texel is a &amp;quot;texture element&amp;quot;, a sort of high-level pixel equivalent that defines a texture instead of just a single uniform colour. The terrain is &amp;quot;painted&amp;quot; with texels, described later.&lt;br /&gt;
&lt;br /&gt;
*Cells Per Sector:  This is the number of cells per side of a sector, for example if there are 8 cells per sector, then each sector will have 8x8 cells.&lt;br /&gt;
*Base Cell Resolution:  This is the length of a single side of a cell in meters.  For instance, 8m means that each cell is 8m x 8m.&lt;br /&gt;
*Blend Texel Size:  This is the length on a single side of a Blend Texel.  For instance 100.00cm means that each Blend Texel is 100cm x 100cm (1m x 1m).  This is essentially the resolution at which you can paint.  It makes sense to set this to something large, which is a good default for the whole level.  An artist can set this on a sector by sector basis, later on, in the areas where he/she needs more detail.  &lt;br /&gt;
*Sector Size:  This is the length of  a single side of a sector and is reached by multiplying the cells per sector by the base cell resolution (un-editable).&lt;br /&gt;
*BlendPageSize:  This is the size of the Blend Mask for a Sector/Chunk, and is reached by dividing the sector size by the blend texel size.  For instance 64 means the blend mask image for this sector will be 64 x 64.   Due to graphics hardware limitations, the actual exported texture may be scaled to a power-2 texture.&lt;br /&gt;
* # Cells:  This allows the artist to specify the length and width of the terrain level by specifying the number of cells on each side.&lt;br /&gt;
*Area Size:  This is the length and width of the terrain level in meters, and is reached by multiplying the number of cells by the base cell resolution (un-editable).&lt;br /&gt;
* # Sectors:  This is the number of sectors/chunks in the terrain world, and is reached by dividing the number of cells by the cells per sector (un-editable).&lt;br /&gt;
* Tessellation Level:  This is simply to allow the artists to see what resolution they can reach at a given tessellation level, it has no lasting effect on the level.  Set this to 4 (max) to see what resolution the artist can reach given the above settings.&lt;br /&gt;
* Max. Resolution:  This is the maximum poly resolution that the artist can reach given the tessellation level set in the Tessellation field to the left (un-editable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
See sections below for detailed information on level editor specific toolbar buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain mesh ===&lt;br /&gt;
&lt;br /&gt;
The [[terrain mesh]] is a deformable surface used in exterior levels to provide a &amp;quot;ground&amp;quot;. This toolbar contains the tools that deals with the terrain mesh:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar terrain editing.png]]&lt;br /&gt;
&lt;br /&gt;
Each of these buttons brings up a &amp;quot;brush&amp;quot; that's used for various tasks. See [[Terrain mesh]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other tools ===&lt;br /&gt;
* Chunk boundary visualization - The chunk visualization tool is a button that will highlight where all the chunk/sector boundaries are, allowing the artist to plan the level accordingly.  As you can see, it also highlights the models that fall into a colored chunk so that you can see which chunk these will fall into on export.&lt;br /&gt;
* Highlight impassible terrain - The game imposes limits on the slope of a walkable surface.  Toggling this viewport button will display red highlights on the terrain wherever this limit is exceeded.&lt;br /&gt;
* Fade Cutaway Toggle - Cutoff, or 2 meter cutoff as it is called, is where we cut off the tops of models in interiors when we go into tactical camera mode, or overhead camera.  This way we can still see the players.  The cutoff tool allows the artists to visually see from the editor what will get removed when going into the tactical camera.&lt;br /&gt;
* Fade Punchthrough Toggle - Punch through is a system that allows the artists to put a flag on a model to say that it will get “punch through”.  What this means is that when the game user is in tactical (overhead) camera mode, any model that is between the main character and the camera will get a punch through mask applied to it.   This tool allows the artists to see in the editor what will get punched through in the game.&lt;br /&gt;
* Visualize Collision Objects - Turning on the visualize collision toggle will display all collision shapes in green/red wireframes. The green-red tinting is provided to make it easier to distinguish multiple objects from one another.&lt;br /&gt;
* Continuous Refresh Toggle - When the continuous refresh toggle is activated, the viewport will constantly redraw whenever it has free CPU time.  This is useful for visualizing VFX and another animated models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
&lt;br /&gt;
There are many different types of [[lighting]] and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.&lt;br /&gt;
&lt;br /&gt;
Trees are added using the &amp;quot;scatter object&amp;quot; mode ([[Image:IconScatterObject.png]]).&lt;br /&gt;
&lt;br /&gt;
See [[model]] for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animations===&lt;br /&gt;
&lt;br /&gt;
Some models have animations associated with them which may be set through the DefaultAnimation field of the Object Properties. For example, if you want a windmill or water wheel to turn you need to set that animation in the level editor. The animations for those two models are:&lt;br /&gt;
&lt;br /&gt;
Windmill - wind&lt;br /&gt;
&lt;br /&gt;
Waterwheel - turn&lt;br /&gt;
&lt;br /&gt;
== Room visibility and connectivity==&lt;br /&gt;
&lt;br /&gt;
Interior based levels have explicit connections between rooms, unlike exteriors where there is an implicit connection between two neighboring chunks.  For this reason the connectivity must be set up by the artists.  This should be done through planning and iteration as it will affect the streaming and performance of the level in the game.  &lt;br /&gt;
 &lt;br /&gt;
If you select a room, you will see that that room appears highlighted in red.  The Room Properties window can be brought up by pressing the Room Properties button. This behavior can be disabled by unchecking the Highlight visible rooms checkbox.  All of the rooms that are visible to this room show up in green.  You will see the list of these rooms show up in the Visible Rooms list in the picture above.  &lt;br /&gt;
&lt;br /&gt;
The ideal way to generate this visibility information is to press the button called “Generate Visibility Graph”.  This will take a little bit of time, so sit back after you press it and be patient.  What it does is take a render of each room in the level and generate a list of all rooms that can be seen from it. &lt;br /&gt;
&lt;br /&gt;
NOTE: You must have generated pathfinding data for the level before you generate the visibility info, as it uses the pathing points in this process.&lt;br /&gt;
&lt;br /&gt;
Of course this can be tweaked manually afterwards using the add and remove buttons.  However if you ever press the Generate button again it will wipe out all manual changes.&lt;br /&gt;
&lt;br /&gt;
The visibility system is used for streaming as well as the fog of war system, and determining what rooms are visible to the player depending on his/her current room.  There is one other factor however to this, the connectivity system, which is detailed next.&lt;br /&gt;
&lt;br /&gt;
The Room Connectivity System is necessary because there are things that can block visibility from one room to another.  For instance if I’m looking up a hallway and I can see 3 rooms in the distance, but then I close the door in front of me, the game needs a way to know that those rooms are now invisible.  This is where this system comes in.&lt;br /&gt;
&lt;br /&gt;
The room connectivity system can be visualized by the other checkbox under the Connected Rooms list in the Rooms properties window.&lt;br /&gt;
 &lt;br /&gt;
Notice that the rooms connected to the current room show up in brown.  This is a reminder that you are looking at connectivity and not visibility.  As you can see only the rooms that are DIRECTLY connected to the selected room should be in this list.  This has to built up manually, by clicking add and then clicking on the rooms that are connected to it.   The add button in this case is more of a node, click it, then click the rooms you want to add, then you have to click it again to turn it off.  This was done to make adding all the rooms faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Black boxes ==&lt;br /&gt;
&lt;br /&gt;
When creating an indoor layout you'll need to manually insert &amp;quot;black box&amp;quot; objects on the outer sides of the layout's walls. This allows the player to see through the walls when the camera is outside them, and obscures any parts of models that protrude out where the player shouldn't be able to see them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trees, grass, and shrubberies ==&lt;br /&gt;
&lt;br /&gt;
Trees, grass and shrubberies are handled somewhat differently from other models. They are created using a program called SpeedTree that includes information allowing them to respond to the wind. To place trees on a level, you first need to add that tree type's tree controller:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor insert tree controller.png]]&lt;br /&gt;
&lt;br /&gt;
Once this is done you can use the scatter object tool ([[Image:IconScatterObject.png]]) to place specific examples of the vegetation you've added controllers for.&lt;br /&gt;
&lt;br /&gt;
See [[Vegetation]] for a gallery of the vegetation types included with the core resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scatter Object Tool ===&lt;br /&gt;
The scatter object system allows the artist to place down both trees (and grass) and instanced models.  An example of an instanced model would be some rocks scattered around on the ground.  Objects that are scattered across the terrain level will be placed randomly inside the brush, and will also randomly fluctuate in size and orientation as well.&lt;br /&gt;
&lt;br /&gt;
The Scatter object tool allows the artist to paint scatter object on the terrain.  These scatter objects cannot be selected individually, but can only be added or removed with this tool.  Left clicking adds scatter objects within the brush, right clicking removes them.   &lt;br /&gt;
&lt;br /&gt;
*Fill Rate:  This is the rate at which the objects are scattered inside the brush.&lt;br /&gt;
*Radius:  This is the radius of the brush that adds/removes scatter objects.&lt;br /&gt;
&lt;br /&gt;
When the artist is painting scatter objects, he/she gets a palette, or Scatter Object Selection, from which to select which scatter object to paint.  Currently there are 2 tabs, one for trees and the other for instanced models.&lt;br /&gt;
 &lt;br /&gt;
The artist can add items to this list by right clicking on the Terrain World and selecting Insert, and then choosing either new Tree Scatter Object or new Model Scatter object.  In each case the artist will be able to browse a list of available resources.&lt;br /&gt;
 &lt;br /&gt;
*Ignore Density Setting:  This allows the artist to ignore the density setting and paint scatter objects in much the same way as one would use a can of spraypaint.&lt;br /&gt;
*Maximum Density:  This allows the artist to specify the maximum density of scatter objects in the brush radius, and the brush will only paint up to this maximum.&lt;br /&gt;
*Maximum Scale:  This caps the maximum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Minimum Scale:  This caps the minimum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Number of Painted Object:  Lists the current number of this type of object that has been painted in the level (un-editable).&lt;br /&gt;
*Orient On Terrain Surface:  When this is set to true, the objects will orient themselves according to the orientation of the terrain on which they are placed.  For instance if you put a rock on the side of a hill, it will still appear “flat” to the ground. NOTE: Currently this does not work for trees or grass, they will always be complete vertical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Water tools ==&lt;br /&gt;
&lt;br /&gt;
See [[Water]] for detailed documentation on placing water in the level editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
To insert a wind object, right click on the terrain, and choose Insert &amp;gt; New Wind Object.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor wind object.png]]&lt;br /&gt;
&lt;br /&gt;
For other weather effects, see [[Weather]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding is generated by clicking the toolbar button [[Image:IconGeneratePathfinding.png]]. The pathfinding process lays down a grid of points that are marked &amp;quot;accessable&amp;quot; if they can be reached from a pathfinding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
In the case of exterior areas, you must select an exportable area before it will generate it, the error message will reflect this.&lt;br /&gt;
&lt;br /&gt;
To see the existing pathfinding grid, click on the [[Image:IconDisplayPathfinding.png]] toolbar button or select &amp;quot;Pathfinding nodes&amp;quot; under the &amp;quot;View&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Passable&amp;quot; or &amp;quot;impassable&amp;quot; depends on a variety of factors such as the slope of the land, obstructions, or water depth. Accessibility Start points are represented by a blue ring with a red arrow. Note that these are different from [[waypoint]]s, and are only used by the level editor for pathfinding purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor pathfinding start spot.png]]&lt;br /&gt;
&lt;br /&gt;
Models will often contain collision volumes that will automatically make the places they're located impassible. Likewise, you can set a certain depth of water as being impassible and pathfinding will take this into account. &lt;br /&gt;
&lt;br /&gt;
In order to get pathfinding to work, you must generate your starting point AFTER you create the exportable area, and use the name that is automatically generated for the starting point. DO NOT change the name of the starting point otherwise pathfinding will fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain Collision ===&lt;br /&gt;
You will need to block off terrain using the Terrain Block tools [[File:terrainBlockButtons.png]].  The first button toggles the display of the terrain blocks, the second button enables you to place terrain blocks, and the third snaps existing blocks to terrain verticies.  Left-clicking will start a new block, with additional left-clicks chaining the blocks together.  Right-clicking will end the current chain.  In addition, right-clicking on an existing block will delete it.&lt;br /&gt;
&lt;br /&gt;
An example of a terrain block chain showing the path finding&lt;br /&gt;
[[File:terrainBlockExample.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exportable area ==&lt;br /&gt;
&lt;br /&gt;
A layout requires at least one exportable area. This is the area that the player will be able to operate in and percieve when the layout is exported for use in the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to have a large level with several different exportable areas. The player will have to go through an area transition to travel between exportable areas, just as if they were separate layouts entirely, but by combining them into one level in the level editor it becomes easier to maintain consistency between them. This is particularly useful in layouts where a player in one exportable area can see into the other exportable area but not reach it directly.&lt;br /&gt;
&lt;br /&gt;
The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
*Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
*A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
&lt;br /&gt;
So for example the layout &amp;quot;ost101d&amp;quot; is a layout in the Ostagar region with a daytime ambience.&lt;br /&gt;
&lt;br /&gt;
Once you have done this you can convert your level into an area by clicking on Do All Local Posts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Room)===&lt;br /&gt;
The area is created by default whenever a new level file is created.  Its default layout name is “&amp;lt;name of exported…” which must be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
There is no provision for creating multiple areas inside a room based level file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Terrain)===&lt;br /&gt;
It is possible to have multiple exportable areas in each outdoor level file.  These can be created and their properties edited much like any other object in the editor.  If you have an exportable area already, you can select it via the drop down menu shown below.  &lt;br /&gt;
 &lt;br /&gt;
If you want to create or remove an exportable area, use the plus/minus buttons.   New areas automatically get an invalid layout name called “&amp;lt;name of exported…”  This needs to be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
&lt;br /&gt;
The GREEN box is the area the characters will be able to walk in, so make sure you drag it to cover the entire space you want to be walkable. If you place the green square in one of the corners and then drag diagonally you should be able to expand the box.&lt;br /&gt;
&lt;br /&gt;
    * The yellow box is the high level of detail, non-playable border (referred to as the Border).&lt;br /&gt;
&lt;br /&gt;
    * The red box is is the low level of detail, non-playable border (referred to as the Vista Border).&lt;br /&gt;
&lt;br /&gt;
These are used for giving depth/backgrounds to your areas. For example the mountains that surround Ostagar or the castle at Redcliffe.&lt;br /&gt;
 &lt;br /&gt;
After a new layout entry has been created, you can edit it by clicking on the properties button with the desired area selected in the dropdown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exportable area properties ===&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Area ID|This is the ID of the area, this never needs to be changed.}}&lt;br /&gt;
{{inspector row|Cutoff Height|}}&lt;br /&gt;
{{inspector row|Cutoff System Enabled|}}&lt;br /&gt;
{{inspector row|Layout Name|This is the name which will be given to the layout on export, this name should never be longer than 7 characters, and if it is it will be truncated so that it is.  This is due to the long names our lightmap files receive, and out 32 character limit.}}&lt;br /&gt;
{{inspector row|Name|This is the name that shows up in the drop-down list.}}&lt;br /&gt;
{{inspector row|Start Point Name|Artist can specify the name of a startpoint that he/she wants the character to start at when previewing this level in the game.  They show up in the hierarchy tree, and can be created using the Start Point Tool.}}&lt;br /&gt;
{{inspector section|Atmosphere}}&lt;br /&gt;
{{inspector row|Atmo-Sun Color|RGB color values for the sun. Usually white.}}&lt;br /&gt;
{{inspector row|Atmo-Sun Intensity|Sun power. Multiplies the extintion and In-scattering terms.}}&lt;br /&gt;
{{inspector row|Atmosphere Alpha|}}&lt;br /&gt;
{{inspector row|Distance Multiplier|Modulates the distance at which the fog effect is applied.}}&lt;br /&gt;
{{inspector row|Earth Reflectance|Specifies the amount of natural color to allow objects to emit.}}&lt;br /&gt;
{{inspector row|Mie Multiplier|Modulates the Mie scattering term.}}&lt;br /&gt;
{{inspector row|Moon Alpha|}}&lt;br /&gt;
{{inspector row|Moon Rotation|}}&lt;br /&gt;
{{inspector row|Moon Scale|}}&lt;br /&gt;
{{inspector row|Rayleigh Multiplier|Modulates the rayleigh term.}}&lt;br /&gt;
{{inspector row|Skydome Model|This is the model to use for the skydome.  The resource list that appears when you click here is filtered for models beginning is “sb_”.}}&lt;br /&gt;
{{inspector row|Turbidity|Turbidity factor for the Mie term.}}&lt;br /&gt;
{{inspector section|Atmosphere Cloud}}&lt;br /&gt;
{{inspector row|Color|The cloud layer uses this color.}}&lt;br /&gt;
{{inspector row|Density|Lower values make an overcast sky.  Higher values give a scattered cloud layer.}}&lt;br /&gt;
{{inspector row|Depth|The depth value simulates thickness in the clouds.  The lower the value, the darker and more opaque the base is.  Higher values simulate more light passing through the cloud layer.}}&lt;br /&gt;
{{inspector row|Range1|First UV offset into the noise texture.}}&lt;br /&gt;
{{inspector row|Range2|Second UV offset range into the noise texture.}}&lt;br /&gt;
{{inspector row|Sharpness|:  This is a floating point number between 0 and 1, with 0 being no fog and one being a full white out so to speak.}}&lt;br /&gt;
{{inspector section|Atmosphere Fog}}&lt;br /&gt;
{{inspector row|Fog Cap|}}&lt;br /&gt;
{{inspector row|Fog Intensity|The intensity at the far plane.}}&lt;br /&gt;
{{inspector row|Fog Max Color|The color at maximum distance.}}&lt;br /&gt;
{{inspector row|Tactical Fog Multiplier|}}&lt;br /&gt;
{{inspector row|Use Separate Water Fog|}}&lt;br /&gt;
{{inspector row|Vertical Fog Zenith|}}&lt;br /&gt;
{{inspector row|Water Fog Cap|}}&lt;br /&gt;
{{inspector row|Water Fog Intensity|}}&lt;br /&gt;
{{inspector section|Buffer Effect 1, 2 and 3}}&lt;br /&gt;
{{inspector row||The properties available will depend on the specific buffer effect selected.}}&lt;br /&gt;
{{inspector section|Layout Sunlight}}&lt;br /&gt;
{{inspector row|Char. Sunlight Can Be Occluded|}}&lt;br /&gt;
{{inspector row|Character Color|}}&lt;br /&gt;
{{inspector row|Character Color Multiplier|}}&lt;br /&gt;
{{inspector row|Color|This is the color of the sunlight for the layout.}}&lt;br /&gt;
{{inspector row|Color Multiplier|This is the strength of the sunlight.}}&lt;br /&gt;
{{inspector row|Direction|This is the direction of the sunlight.  It can be typed in manually (a Vector in 3d space), or it can be specified by clicking on the “Set Sunlight” button on the right.  Pressing this pops up an icon that shows both the direction of the sunlight and its color.  Use the mouse to change it.}}&lt;br /&gt;
{{inspector row|Enabled|When this is set to true sunlight is enabled, false it is not.  }}&lt;br /&gt;
{{inspector row|Soft Shadow Light Angle|}}&lt;br /&gt;
{{inspector row|Soft Shadow Num Samples|}}&lt;br /&gt;
{{inspector section|Mini Map}}&lt;br /&gt;
{{inspector row|Mini Map Position X|}}&lt;br /&gt;
{{inspector row|Mini Map Position Y|}}&lt;br /&gt;
{{inspector row|Mini Map Size X|}}&lt;br /&gt;
{{inspector row|Mini Map Size Y|}}&lt;br /&gt;
{{inspector section|Model Low-LOD Lightmap}}&lt;br /&gt;
{{inspector row|Downsample Factor|For low-LOD models, this downsample factor is applied to the size of the original lightmap setting.  Texture-size = 1/DSF * original.  The result is clamped to the nearest pow-2.  Note that good values are 1,2,4,8,16 etc.}}&lt;br /&gt;
{{inspector row|Max Size|After downsampling is applied, the texture size is checked against the maximum clamp size.}}&lt;br /&gt;
{{inspector section|Pathfinding}}&lt;br /&gt;
{{inspector row|Character Height|This specifies the average height of a humanoid for the pathfinding info generation.  It is specifically used to generate the bounding volume for a creature for the pathing tests.}}&lt;br /&gt;
{{inspector row|Clearance|This is currently not being used.}}&lt;br /&gt;
{{inspector row|Grid Separation|This is the separation between pathing test points, in the x and y direction.  In the default case there would be a pathing point every 0.5 meters.}}&lt;br /&gt;
{{inspector section|Terrain Setup}}&lt;br /&gt;
{{inspector row|Border Cell Width|This is the number of chunks that will appear in the boundary around the playable area.  In order to specify the playable area, use the “define Area” button.}}&lt;br /&gt;
{{inspector row|Cell Position X|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Y|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Z|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Size X|This is the width of the exportable area, in chunks.}}&lt;br /&gt;
{{inspector row|Cell Size Y|This is the length of the exportable area, in chunks}}&lt;br /&gt;
{{inspector row|Cell Size Z|This is the height of the exportable area.  Currently there is only 1 height possible, 1.  This will not change for DA.}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size|This is the size of the lightmap texture for the terrain chunks.  In this case 64 means the texture will be 64x64, which for a chunk size of 64m x 64m will be one texel of lightmap per meter (which is pretty low).}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size (Vista)|This is the size of the lightmap texture for a vista chunk, outside the playable area and the border.  Again 16 means the texture will be 16x16.}}&lt;br /&gt;
{{inspector row|Subdivide Chunks By|}}&lt;br /&gt;
{{inspector row|Vista Cell Width|This is the number of chunks that will appear outside the border cells.  Anything inside the vista area will not be exported at high LOD.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Function&lt;br /&gt;
|-&lt;br /&gt;
| R || Standard Selection&lt;br /&gt;
|-&lt;br /&gt;
| Q || 3D Axis Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| E || Rotation Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| T || Local Coordinates (Toggle)&lt;br /&gt;
|-&lt;br /&gt;
! Key || Camera Functions&lt;br /&gt;
|-&lt;br /&gt;
| W || Camera Forward / In&lt;br /&gt;
|-&lt;br /&gt;
| S || Camera Back / Out&lt;br /&gt;
|-&lt;br /&gt;
| A || Camera Pan Left&lt;br /&gt;
|-&lt;br /&gt;
| D || Camera Pan Right&lt;br /&gt;
|-&lt;br /&gt;
! Key || Brush Size&lt;br /&gt;
|-&lt;br /&gt;
| - || Decrease Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
| = || Increase Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
! Key || Editing&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-X || Cut Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-C || Copy Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-V || Paste Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Z || Undo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Y || Redo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-A || Select All&lt;br /&gt;
|-&lt;br /&gt;
! Key || General&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-S || Save Map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-O || Open Map&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Refresh Screen&lt;br /&gt;
|-&lt;br /&gt;
| Del || Delete Selected Object&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Numpad) || Camera Reset/Home (Looks at bottom right corner of map)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-H || Hide Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-/ (Numpad) || UnHides Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-* || UnHides all hidden objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-\ || Invert Selection &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Groups are your friend.&lt;br /&gt;
&lt;br /&gt;
Selecting a group will select all models inside that group folder.&lt;br /&gt;
This allows you to move several objects at the same time as well as apply other settings to that entire group.&lt;br /&gt;
&lt;br /&gt;
This also makes placing several grouped objects like torches with flame and lights very quick and easy.&lt;br /&gt;
For example, Setting several candles with flame effects would take a lot of time to place each candle stick individually, and then placing the flame effect exactly on top of the candle for each. By using group folders you only need to set this up once. To place more candles simply select the group folder, Ctrl+C to copy, select its parent group, or other place you want to put the next candle and Ctrl+V to past the new group. Then simply drag it to where you want it.&lt;br /&gt;
&lt;br /&gt;
[[File:Tip_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
&lt;br /&gt;
In addition, the Selection Lock and Visible properties of objects can be useful when trying to manipulate objects when larger objects obscure or get in the way of the desired selection. This is especially handy with water meshes.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9413</id>
		<title>Level editor</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9413"/>
				<updated>2010-01-10T17:37:40Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
The level editor is used to generate the level layouts that are the basis for creating [[area]]s. A level layout is a non-interactive resource; the objects placed within it serve only to provide the physical structure and appearance of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead.&lt;br /&gt;
&lt;br /&gt;
Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: &amp;quot;flycam&amp;quot; mode ([[Image:IconFlycamStyle.png]] button in the toolbar) and 3DS Max mode ([[Image:Icon3DSMaxStyle.png]] button). NWN style is not currently supported.  (Use a combination of the mouse wheel + Ctrl or/and Alt (dependant on camera mode) to control the camera.  In either mode Numpad 5 will reset the camera.)&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
*Sector:  A sector is a square of geometry and is currently exported to the game as a “Chunk”.  For all intents and purposes, we can consider a sector and a chunk to cover the same area.   The different term is kept to distinguish between source (sector) and output (chunk).  Sectors are always square.&lt;br /&gt;
*Chunk:  A Chunk is the game-side basic building blocks of Terrain based levels.  Each Chunk is self-contained, has its own levels of Detail (LOD), RIMs, model lists, tree lists, etc.  It is what is streamed in and out during gameplay.&lt;br /&gt;
*Base Resolution:  This is the starting resolution of each cell, and can be specified in the wizard.&lt;br /&gt;
*Cell:  A cell is the basic building block of the terrain geometry.  Each cell starts off at the base resolution as a square and is made up of 2 polygons.&lt;br /&gt;
*Blend Mask:  The blend mask is the mask that is used to paint textures on the terrain. It is a blend16 algorithm, where it blends the highest 4 texture values (out of a possible 16) on each texel to come up with a texture mapped terrain.&lt;br /&gt;
*Texture Palette:  The texture palette is essentially a list of textures, one after the other.  When an artist wants to use a texture to paint on the terrain he/she would add a texture to this palette.&lt;br /&gt;
*Blend Texel:  These are the building blocks that make up the blend Mask. Each texel is comprised of 4 sets values and each value set is essentially a percentage of how much of that texture on the palette shows up, and a mapping of where it maps onto the mask.&lt;br /&gt;
*Tessellation:  Tessellation is the breaking up of a cell into more resolution of polygons.  For each tessellation level it breaks up each polygon into 4 equal parts.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interior and exterior levels ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of levels; interior and exterior. Many features of these two level types are the same and level editor documentation will generally be applicable to both types unless specifically noted. Their key difference is that exterior levels have a terrain mesh (the &amp;quot;ground&amp;quot;) and interior levels don't. Note however that there's no reason why you couldn't use one level type to &amp;quot;fake&amp;quot; the other - for example you could create a an entirely underground cave using an &amp;quot;exterior&amp;quot; level with the terrain mesh as the cave's floor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a new level ==&lt;br /&gt;
To start the creation of a new level, choose to make a new level through the File menu or by right clicking on the palette. This will present you with a wizard that will set up several basic attributes. Note that some of these attributes can't be changed once the level has been created.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard start.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
The first choice is whether to have a terrain mesh (the &amp;quot;ground&amp;quot;) or not. A Room-based level uses a user-specified visibility graph that connects disjoint rooms together, useful for interiors and dungeon like areas.  Rooms are constructed using only existing models created in 3dsmax or another modeling package.  In comparison, the Terrain-based level is expansive, with no direct manipulation of what is visible from certain locations.  It also contains a terrain mesh that can be manipulated in the editor.  Models placement on top of this terrain mesh is similar to the Room-based levels.&lt;br /&gt;
&lt;br /&gt;
If you choose to have a room-based level you'll have to place chunks of floor, walls, and ceiling to enclose the player on all sides. Room-based levels have no further attributes that need to be configured during new level creation, so if you select &amp;quot;room-based&amp;quot; you'll be taken straight to the level editor from here.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain basic.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
If you choose terrain-based, you'll be asked to define some attributes for the terrain mesh. By default you're shown the basic set of attributes:&lt;br /&gt;
*Terrain mesh dimensions, in meters. Note that 64 by 64 is about the minimum that can produce a serviceable level, and that 256 by 256 is the maximum before one starts risking bad performance - though levels can be made larger than this if one takes care.&lt;br /&gt;
*Base mesh resolution - determines the size of the individual triangles that make up the terrain mesh. The default has 2 meter triangles. Note however that you'll be able to manipulate the terrain at a much higher resolution than this by using the tessellation tool; each tessellation level splits the previous level's triangles up into four smaller triangles.&lt;br /&gt;
*Chunk size - chunks are the basic simulation unit used by the engine. The default 32m is a good chunk size. You'll probably not want to reduce it smaller since you can't have the terrain mesh overhang from one chunk into another; smaller chunks could place limits on the sorts of terrain warping you'll be able to do later.&lt;br /&gt;
*Create a default water plane - Creating additional water planes later on is quick and easy, but this option provides a pre-made one by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain advanced.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
If you click the &amp;quot;advanced&amp;quot; button you'll be provided with a different presentation of the level's dimensions. Instead of defining its dimensions directly you can set how big chunks are and how many chunks there are in each dimension, defining the level's overall dimensions implicitly.&lt;br /&gt;
&lt;br /&gt;
There's one important attribute that can only be set in the advanced pane; the texel map's resolution. A texel is a &amp;quot;texture element&amp;quot;, a sort of high-level pixel equivalent that defines a texture instead of just a single uniform colour. The terrain is &amp;quot;painted&amp;quot; with texels, described later.&lt;br /&gt;
&lt;br /&gt;
*Cells Per Sector:  This is the number of cells per side of a sector, for example if there are 8 cells per sector, then each sector will have 8x8 cells.&lt;br /&gt;
*Base Cell Resolution:  This is the length of a single side of a cell in meters.  For instance, 8m means that each cell is 8m x 8m.&lt;br /&gt;
*Blend Texel Size:  This is the length on a single side of a Blend Texel.  For instance 100.00cm means that each Blend Texel is 100cm x 100cm (1m x 1m).  This is essentially the resolution at which you can paint.  It makes sense to set this to something large, which is a good default for the whole level.  An artist can set this on a sector by sector basis, later on, in the areas where he/she needs more detail.  &lt;br /&gt;
*Sector Size:  This is the length of  a single side of a sector and is reached by multiplying the cells per sector by the base cell resolution (un-editable).&lt;br /&gt;
*BlendPageSize:  This is the size of the Blend Mask for a Sector/Chunk, and is reached by dividing the sector size by the blend texel size.  For instance 64 means the blend mask image for this sector will be 64 x 64.   Due to graphics hardware limitations, the actual exported texture may be scaled to a power-2 texture.&lt;br /&gt;
* # Cells:  This allows the artist to specify the length and width of the terrain level by specifying the number of cells on each side.&lt;br /&gt;
*Area Size:  This is the length and width of the terrain level in meters, and is reached by multiplying the number of cells by the base cell resolution (un-editable).&lt;br /&gt;
* # Sectors:  This is the number of sectors/chunks in the terrain world, and is reached by dividing the number of cells by the cells per sector (un-editable).&lt;br /&gt;
* Tessellation Level:  This is simply to allow the artists to see what resolution they can reach at a given tessellation level, it has no lasting effect on the level.  Set this to 4 (max) to see what resolution the artist can reach given the above settings.&lt;br /&gt;
* Max. Resolution:  This is the maximum poly resolution that the artist can reach given the tessellation level set in the Tessellation field to the left (un-editable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
See sections below for detailed information on level editor specific toolbar buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain mesh ===&lt;br /&gt;
&lt;br /&gt;
The [[terrain mesh]] is a deformable surface used in exterior levels to provide a &amp;quot;ground&amp;quot;. This toolbar contains the tools that deals with the terrain mesh:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar terrain editing.png]]&lt;br /&gt;
&lt;br /&gt;
Each of these buttons brings up a &amp;quot;brush&amp;quot; that's used for various tasks. See [[Terrain mesh]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other tools ===&lt;br /&gt;
* Chunk boundary visualization - The chunk visualization tool is a button that will highlight where all the chunk/sector boundaries are, allowing the artist to plan the level accordingly.  As you can see, it also highlights the models that fall into a colored chunk so that you can see which chunk these will fall into on export.&lt;br /&gt;
* Highlight impassible terrain - The game imposes limits on the slope of a walkable surface.  Toggling this viewport button will display red highlights on the terrain wherever this limit is exceeded.&lt;br /&gt;
* Fade Cutaway Toggle - Cutoff, or 2 meter cutoff as it is called, is where we cut off the tops of models in interiors when we go into tactical camera mode, or overhead camera.  This way we can still see the players.  The cutoff tool allows the artists to visually see from the editor what will get removed when going into the tactical camera.&lt;br /&gt;
* Fade Punchthrough Toggle - Punch through is a system that allows the artists to put a flag on a model to say that it will get “punch through”.  What this means is that when the game user is in tactical (overhead) camera mode, any model that is between the main character and the camera will get a punch through mask applied to it.   This tool allows the artists to see in the editor what will get punched through in the game.&lt;br /&gt;
* Visualize Collision Objects - Turning on the visualize collision toggle will display all collision shapes in green/red wireframes. The green-red tinting is provided to make it easier to distinguish multiple objects from one another.&lt;br /&gt;
* Continuous Refresh Toggle - When the continuous refresh toggle is activated, the viewport will constantly redraw whenever it has free CPU time.  This is useful for visualizing VFX and another animated models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
&lt;br /&gt;
There are many different types of [[lighting]] and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.&lt;br /&gt;
&lt;br /&gt;
Trees are added using the &amp;quot;scatter object&amp;quot; mode ([[Image:IconScatterObject.png]]).&lt;br /&gt;
&lt;br /&gt;
See [[model]] for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Animations===&lt;br /&gt;
&lt;br /&gt;
Some models have animations associated with them which may be set through the DefaultAnimation field of the Object Properties. For example, if you want a windmill or water wheel to turn you need to set that animation in the level editor. The animations for those two models are:&lt;br /&gt;
&lt;br /&gt;
Windmill - wind&lt;br /&gt;
Waterwheel - turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Room visibility and connectivity==&lt;br /&gt;
&lt;br /&gt;
Interior based levels have explicit connections between rooms, unlike exteriors where there is an implicit connection between two neighboring chunks.  For this reason the connectivity must be set up by the artists.  This should be done through planning and iteration as it will affect the streaming and performance of the level in the game.  &lt;br /&gt;
 &lt;br /&gt;
If you select a room, you will see that that room appears highlighted in red.  The Room Properties window can be brought up by pressing the Room Properties button. This behavior can be disabled by unchecking the Highlight visible rooms checkbox.  All of the rooms that are visible to this room show up in green.  You will see the list of these rooms show up in the Visible Rooms list in the picture above.  &lt;br /&gt;
&lt;br /&gt;
The ideal way to generate this visibility information is to press the button called “Generate Visibility Graph”.  This will take a little bit of time, so sit back after you press it and be patient.  What it does is take a render of each room in the level and generate a list of all rooms that can be seen from it. &lt;br /&gt;
&lt;br /&gt;
NOTE: You must have generated pathfinding data for the level before you generate the visibility info, as it uses the pathing points in this process.&lt;br /&gt;
&lt;br /&gt;
Of course this can be tweaked manually afterwards using the add and remove buttons.  However if you ever press the Generate button again it will wipe out all manual changes.&lt;br /&gt;
&lt;br /&gt;
The visibility system is used for streaming as well as the fog of war system, and determining what rooms are visible to the player depending on his/her current room.  There is one other factor however to this, the connectivity system, which is detailed next.&lt;br /&gt;
&lt;br /&gt;
The Room Connectivity System is necessary because there are things that can block visibility from one room to another.  For instance if I’m looking up a hallway and I can see 3 rooms in the distance, but then I close the door in front of me, the game needs a way to know that those rooms are now invisible.  This is where this system comes in.&lt;br /&gt;
&lt;br /&gt;
The room connectivity system can be visualized by the other checkbox under the Connected Rooms list in the Rooms properties window.&lt;br /&gt;
 &lt;br /&gt;
Notice that the rooms connected to the current room show up in brown.  This is a reminder that you are looking at connectivity and not visibility.  As you can see only the rooms that are DIRECTLY connected to the selected room should be in this list.  This has to built up manually, by clicking add and then clicking on the rooms that are connected to it.   The add button in this case is more of a node, click it, then click the rooms you want to add, then you have to click it again to turn it off.  This was done to make adding all the rooms faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Black boxes ==&lt;br /&gt;
&lt;br /&gt;
When creating an indoor layout you'll need to manually insert &amp;quot;black box&amp;quot; objects on the outer sides of the layout's walls. This allows the player to see through the walls when the camera is outside them, and obscures any parts of models that protrude out where the player shouldn't be able to see them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trees, grass, and shrubberies ==&lt;br /&gt;
&lt;br /&gt;
Trees, grass and shrubberies are handled somewhat differently from other models. They are created using a program called SpeedTree that includes information allowing them to respond to the wind. To place trees on a level, you first need to add that tree type's tree controller:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor insert tree controller.png]]&lt;br /&gt;
&lt;br /&gt;
Once this is done you can use the scatter object tool ([[Image:IconScatterObject.png]]) to place specific examples of the vegetation you've added controllers for.&lt;br /&gt;
&lt;br /&gt;
See [[Vegetation]] for a gallery of the vegetation types included with the core resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scatter Object Tool ===&lt;br /&gt;
The scatter object system allows the artist to place down both trees (and grass) and instanced models.  An example of an instanced model would be some rocks scattered around on the ground.  Objects that are scattered across the terrain level will be placed randomly inside the brush, and will also randomly fluctuate in size and orientation as well.&lt;br /&gt;
&lt;br /&gt;
The Scatter object tool allows the artist to paint scatter object on the terrain.  These scatter objects cannot be selected individually, but can only be added or removed with this tool.  Left clicking adds scatter objects within the brush, right clicking removes them.   &lt;br /&gt;
&lt;br /&gt;
*Fill Rate:  This is the rate at which the objects are scattered inside the brush.&lt;br /&gt;
*Radius:  This is the radius of the brush that adds/removes scatter objects.&lt;br /&gt;
&lt;br /&gt;
When the artist is painting scatter objects, he/she gets a palette, or Scatter Object Selection, from which to select which scatter object to paint.  Currently there are 2 tabs, one for trees and the other for instanced models.&lt;br /&gt;
 &lt;br /&gt;
The artist can add items to this list by right clicking on the Terrain World and selecting Insert, and then choosing either new Tree Scatter Object or new Model Scatter object.  In each case the artist will be able to browse a list of available resources.&lt;br /&gt;
 &lt;br /&gt;
*Ignore Density Setting:  This allows the artist to ignore the density setting and paint scatter objects in much the same way as one would use a can of spraypaint.&lt;br /&gt;
*Maximum Density:  This allows the artist to specify the maximum density of scatter objects in the brush radius, and the brush will only paint up to this maximum.&lt;br /&gt;
*Maximum Scale:  This caps the maximum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Minimum Scale:  This caps the minimum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Number of Painted Object:  Lists the current number of this type of object that has been painted in the level (un-editable).&lt;br /&gt;
*Orient On Terrain Surface:  When this is set to true, the objects will orient themselves according to the orientation of the terrain on which they are placed.  For instance if you put a rock on the side of a hill, it will still appear “flat” to the ground. NOTE: Currently this does not work for trees or grass, they will always be complete vertical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Water tools ==&lt;br /&gt;
&lt;br /&gt;
See [[Water]] for detailed documentation on placing water in the level editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
To insert a wind object, right click on the terrain, and choose Insert &amp;gt; New Wind Object.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor wind object.png]]&lt;br /&gt;
&lt;br /&gt;
For other weather effects, see [[Weather]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding is generated by clicking the toolbar button [[Image:IconGeneratePathfinding.png]]. The pathfinding process lays down a grid of points that are marked &amp;quot;accessable&amp;quot; if they can be reached from a pathfinding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
In the case of exterior areas, you must select an exportable area before it will generate it, the error message will reflect this.&lt;br /&gt;
&lt;br /&gt;
To see the existing pathfinding grid, click on the [[Image:IconDisplayPathfinding.png]] toolbar button or select &amp;quot;Pathfinding nodes&amp;quot; under the &amp;quot;View&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Passable&amp;quot; or &amp;quot;impassable&amp;quot; depends on a variety of factors such as the slope of the land, obstructions, or water depth. Accessibility Start points are represented by a blue ring with a red arrow. Note that these are different from [[waypoint]]s, and are only used by the level editor for pathfinding purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor pathfinding start spot.png]]&lt;br /&gt;
&lt;br /&gt;
Models will often contain collision volumes that will automatically make the places they're located impassible. Likewise, you can set a certain depth of water as being impassible and pathfinding will take this into account. &lt;br /&gt;
&lt;br /&gt;
In order to get pathfinding to work, you must generate your starting point AFTER you create the exportable area, and use the name that is automatically generated for the starting point. DO NOT change the name of the starting point otherwise pathfinding will fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Terrain Collision ===&lt;br /&gt;
You will need to block off terrain using the Terrain Block tools [[File:terrainBlockButtons.png]].  The first button toggles the display of the terrain blocks, the second button enables you to place terrain blocks, and the third snaps existing blocks to terrain verticies.  Left-clicking will start a new block, with additional left-clicks chaining the blocks together.  Right-clicking will end the current chain.  In addition, right-clicking on an existing block will delete it.&lt;br /&gt;
&lt;br /&gt;
An example of a terrain block chain showing the path finding&lt;br /&gt;
[[File:terrainBlockExample.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exportable area ==&lt;br /&gt;
&lt;br /&gt;
A layout requires at least one exportable area. This is the area that the player will be able to operate in and percieve when the layout is exported for use in the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to have a large level with several different exportable areas. The player will have to go through an area transition to travel between exportable areas, just as if they were separate layouts entirely, but by combining them into one level in the level editor it becomes easier to maintain consistency between them. This is particularly useful in layouts where a player in one exportable area can see into the other exportable area but not reach it directly.&lt;br /&gt;
&lt;br /&gt;
The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
*Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
*A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
&lt;br /&gt;
So for example the layout &amp;quot;ost101d&amp;quot; is a layout in the Ostagar region with a daytime ambience.&lt;br /&gt;
&lt;br /&gt;
Once you have done this you can convert your level into an area by clicking on Do All Local Posts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Room)===&lt;br /&gt;
The area is created by default whenever a new level file is created.  Its default layout name is “&amp;lt;name of exported…” which must be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
There is no provision for creating multiple areas inside a room based level file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Terrain)===&lt;br /&gt;
It is possible to have multiple exportable areas in each outdoor level file.  These can be created and their properties edited much like any other object in the editor.  If you have an exportable area already, you can select it via the drop down menu shown below.  &lt;br /&gt;
 &lt;br /&gt;
If you want to create or remove an exportable area, use the plus/minus buttons.   New areas automatically get an invalid layout name called “&amp;lt;name of exported…”  This needs to be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
&lt;br /&gt;
The GREEN box is the area the characters will be able to walk in, so make sure you drag it to cover the entire space you want to be walkable. If you place the green square in one of the corners and then drag diagonally you should be able to expand the box.&lt;br /&gt;
&lt;br /&gt;
    * The yellow box is the high level of detail, non-playable border (referred to as the Border).&lt;br /&gt;
&lt;br /&gt;
    * The red box is is the low level of detail, non-playable border (referred to as the Vista Border).&lt;br /&gt;
&lt;br /&gt;
These are used for giving depth/backgrounds to your areas. For example the mountains that surround Ostagar or the castle at Redcliffe.&lt;br /&gt;
 &lt;br /&gt;
After a new layout entry has been created, you can edit it by clicking on the properties button with the desired area selected in the dropdown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exportable area properties ===&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Area ID|This is the ID of the area, this never needs to be changed.}}&lt;br /&gt;
{{inspector row|Cutoff Height|}}&lt;br /&gt;
{{inspector row|Cutoff System Enabled|}}&lt;br /&gt;
{{inspector row|Layout Name|This is the name which will be given to the layout on export, this name should never be longer than 7 characters, and if it is it will be truncated so that it is.  This is due to the long names our lightmap files receive, and out 32 character limit.}}&lt;br /&gt;
{{inspector row|Name|This is the name that shows up in the drop-down list.}}&lt;br /&gt;
{{inspector row|Start Point Name|Artist can specify the name of a startpoint that he/she wants the character to start at when previewing this level in the game.  They show up in the hierarchy tree, and can be created using the Start Point Tool.}}&lt;br /&gt;
{{inspector section|Atmosphere}}&lt;br /&gt;
{{inspector row|Atmo-Sun Color|RGB color values for the sun. Usually white.}}&lt;br /&gt;
{{inspector row|Atmo-Sun Intensity|Sun power. Multiplies the extintion and In-scattering terms.}}&lt;br /&gt;
{{inspector row|Atmosphere Alpha|}}&lt;br /&gt;
{{inspector row|Distance Multiplier|Modulates the distance at which the fog effect is applied.}}&lt;br /&gt;
{{inspector row|Earth Reflectance|Specifies the amount of natural color to allow objects to emit.}}&lt;br /&gt;
{{inspector row|Mie Multiplier|Modulates the Mie scattering term.}}&lt;br /&gt;
{{inspector row|Moon Alpha|}}&lt;br /&gt;
{{inspector row|Moon Rotation|}}&lt;br /&gt;
{{inspector row|Moon Scale|}}&lt;br /&gt;
{{inspector row|Rayleigh Multiplier|Modulates the rayleigh term.}}&lt;br /&gt;
{{inspector row|Skydome Model|This is the model to use for the skydome.  The resource list that appears when you click here is filtered for models beginning is “sb_”.}}&lt;br /&gt;
{{inspector row|Turbidity|Turbidity factor for the Mie term.}}&lt;br /&gt;
{{inspector section|Atmosphere Cloud}}&lt;br /&gt;
{{inspector row|Color|The cloud layer uses this color.}}&lt;br /&gt;
{{inspector row|Density|Lower values make an overcast sky.  Higher values give a scattered cloud layer.}}&lt;br /&gt;
{{inspector row|Depth|The depth value simulates thickness in the clouds.  The lower the value, the darker and more opaque the base is.  Higher values simulate more light passing through the cloud layer.}}&lt;br /&gt;
{{inspector row|Range1|First UV offset into the noise texture.}}&lt;br /&gt;
{{inspector row|Range2|Second UV offset range into the noise texture.}}&lt;br /&gt;
{{inspector row|Sharpness|:  This is a floating point number between 0 and 1, with 0 being no fog and one being a full white out so to speak.}}&lt;br /&gt;
{{inspector section|Atmosphere Fog}}&lt;br /&gt;
{{inspector row|Fog Cap|}}&lt;br /&gt;
{{inspector row|Fog Intensity|The intensity at the far plane.}}&lt;br /&gt;
{{inspector row|Fog Max Color|The color at maximum distance.}}&lt;br /&gt;
{{inspector row|Tactical Fog Multiplier|}}&lt;br /&gt;
{{inspector row|Use Separate Water Fog|}}&lt;br /&gt;
{{inspector row|Vertical Fog Zenith|}}&lt;br /&gt;
{{inspector row|Water Fog Cap|}}&lt;br /&gt;
{{inspector row|Water Fog Intensity|}}&lt;br /&gt;
{{inspector section|Buffer Effect 1, 2 and 3}}&lt;br /&gt;
{{inspector row||The properties available will depend on the specific buffer effect selected.}}&lt;br /&gt;
{{inspector section|Layout Sunlight}}&lt;br /&gt;
{{inspector row|Char. Sunlight Can Be Occluded|}}&lt;br /&gt;
{{inspector row|Character Color|}}&lt;br /&gt;
{{inspector row|Character Color Multiplier|}}&lt;br /&gt;
{{inspector row|Color|This is the color of the sunlight for the layout.}}&lt;br /&gt;
{{inspector row|Color Multiplier|This is the strength of the sunlight.}}&lt;br /&gt;
{{inspector row|Direction|This is the direction of the sunlight.  It can be typed in manually (a Vector in 3d space), or it can be specified by clicking on the “Set Sunlight” button on the right.  Pressing this pops up an icon that shows both the direction of the sunlight and its color.  Use the mouse to change it.}}&lt;br /&gt;
{{inspector row|Enabled|When this is set to true sunlight is enabled, false it is not.  }}&lt;br /&gt;
{{inspector row|Soft Shadow Light Angle|}}&lt;br /&gt;
{{inspector row|Soft Shadow Num Samples|}}&lt;br /&gt;
{{inspector section|Mini Map}}&lt;br /&gt;
{{inspector row|Mini Map Position X|}}&lt;br /&gt;
{{inspector row|Mini Map Position Y|}}&lt;br /&gt;
{{inspector row|Mini Map Size X|}}&lt;br /&gt;
{{inspector row|Mini Map Size Y|}}&lt;br /&gt;
{{inspector section|Model Low-LOD Lightmap}}&lt;br /&gt;
{{inspector row|Downsample Factor|For low-LOD models, this downsample factor is applied to the size of the original lightmap setting.  Texture-size = 1/DSF * original.  The result is clamped to the nearest pow-2.  Note that good values are 1,2,4,8,16 etc.}}&lt;br /&gt;
{{inspector row|Max Size|After downsampling is applied, the texture size is checked against the maximum clamp size.}}&lt;br /&gt;
{{inspector section|Pathfinding}}&lt;br /&gt;
{{inspector row|Character Height|This specifies the average height of a humanoid for the pathfinding info generation.  It is specifically used to generate the bounding volume for a creature for the pathing tests.}}&lt;br /&gt;
{{inspector row|Clearance|This is currently not being used.}}&lt;br /&gt;
{{inspector row|Grid Separation|This is the separation between pathing test points, in the x and y direction.  In the default case there would be a pathing point every 0.5 meters.}}&lt;br /&gt;
{{inspector section|Terrain Setup}}&lt;br /&gt;
{{inspector row|Border Cell Width|This is the number of chunks that will appear in the boundary around the playable area.  In order to specify the playable area, use the “define Area” button.}}&lt;br /&gt;
{{inspector row|Cell Position X|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Y|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Z|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Size X|This is the width of the exportable area, in chunks.}}&lt;br /&gt;
{{inspector row|Cell Size Y|This is the length of the exportable area, in chunks}}&lt;br /&gt;
{{inspector row|Cell Size Z|This is the height of the exportable area.  Currently there is only 1 height possible, 1.  This will not change for DA.}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size|This is the size of the lightmap texture for the terrain chunks.  In this case 64 means the texture will be 64x64, which for a chunk size of 64m x 64m will be one texel of lightmap per meter (which is pretty low).}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size (Vista)|This is the size of the lightmap texture for a vista chunk, outside the playable area and the border.  Again 16 means the texture will be 16x16.}}&lt;br /&gt;
{{inspector row|Subdivide Chunks By|}}&lt;br /&gt;
{{inspector row|Vista Cell Width|This is the number of chunks that will appear outside the border cells.  Anything inside the vista area will not be exported at high LOD.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Function&lt;br /&gt;
|-&lt;br /&gt;
| R || Standard Selection&lt;br /&gt;
|-&lt;br /&gt;
| Q || 3D Axis Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| E || Rotation Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| T || Local Coordinates (Toggle)&lt;br /&gt;
|-&lt;br /&gt;
! Key || Camera Functions&lt;br /&gt;
|-&lt;br /&gt;
| W || Camera Forward / In&lt;br /&gt;
|-&lt;br /&gt;
| S || Camera Back / Out&lt;br /&gt;
|-&lt;br /&gt;
| A || Camera Pan Left&lt;br /&gt;
|-&lt;br /&gt;
| D || Camera Pan Right&lt;br /&gt;
|-&lt;br /&gt;
! Key || Brush Size&lt;br /&gt;
|-&lt;br /&gt;
| - || Decrease Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
| = || Increase Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
! Key || Editing&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-X || Cut Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-C || Copy Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-V || Paste Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Z || Undo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Y || Redo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-A || Select All&lt;br /&gt;
|-&lt;br /&gt;
! Key || General&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-S || Save Map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-O || Open Map&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Refresh Screen&lt;br /&gt;
|-&lt;br /&gt;
| Del || Delete Selected Object&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Numpad) || Camera Reset/Home (Looks at bottom right corner of map)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-H || Hide Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-/ (Numpad) || UnHides Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-* || UnHides all hidden objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-\ || Invert Selection &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Groups are your friend.&lt;br /&gt;
&lt;br /&gt;
Selecting a group will select all models inside that group folder.&lt;br /&gt;
This allows you to move several objects at the same time as well as apply other settings to that entire group.&lt;br /&gt;
&lt;br /&gt;
This also makes placing several grouped objects like torches with flame and lights very quick and easy.&lt;br /&gt;
For example, Setting several candles with flame effects would take a lot of time to place each candle stick individually, and then placing the flame effect exactly on top of the candle for each. By using group folders you only need to set this up once. To place more candles simply select the group folder, Ctrl+C to copy, select its parent group, or other place you want to put the next candle and Ctrl+V to past the new group. Then simply drag it to where you want it.&lt;br /&gt;
&lt;br /&gt;
[[File:Tip_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
&lt;br /&gt;
In addition, the Selection Lock and Visible properties of objects can be useful when trying to manipulate objects when larger objects obscure or get in the way of the desired selection. This is especially handy with water meshes.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9412</id>
		<title>Level editor</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9412"/>
				<updated>2010-01-10T17:35:56Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
The level editor is used to generate the level layouts that are the basis for creating [[area]]s. A level layout is a non-interactive resource; the objects placed within it serve only to provide the physical structure and appearance of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead.&lt;br /&gt;
&lt;br /&gt;
Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: &amp;quot;flycam&amp;quot; mode ([[Image:IconFlycamStyle.png]] button in the toolbar) and 3DS Max mode ([[Image:Icon3DSMaxStyle.png]] button). NWN style is not currently supported.  (Use a combination of the mouse wheel + Ctrl or/and Alt (dependant on camera mode) to control the camera.  In either mode Numpad 5 will reset the camera.)&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
*Sector:  A sector is a square of geometry and is currently exported to the game as a “Chunk”.  For all intents and purposes, we can consider a sector and a chunk to cover the same area.   The different term is kept to distinguish between source (sector) and output (chunk).  Sectors are always square.&lt;br /&gt;
*Chunk:  A Chunk is the game-side basic building blocks of Terrain based levels.  Each Chunk is self-contained, has its own levels of Detail (LOD), RIMs, model lists, tree lists, etc.  It is what is streamed in and out during gameplay.&lt;br /&gt;
*Base Resolution:  This is the starting resolution of each cell, and can be specified in the wizard.&lt;br /&gt;
*Cell:  A cell is the basic building block of the terrain geometry.  Each cell starts off at the base resolution as a square and is made up of 2 polygons.&lt;br /&gt;
*Blend Mask:  The blend mask is the mask that is used to paint textures on the terrain. It is a blend16 algorithm, where it blends the highest 4 texture values (out of a possible 16) on each texel to come up with a texture mapped terrain.&lt;br /&gt;
*Texture Palette:  The texture palette is essentially a list of textures, one after the other.  When an artist wants to use a texture to paint on the terrain he/she would add a texture to this palette.&lt;br /&gt;
*Blend Texel:  These are the building blocks that make up the blend Mask. Each texel is comprised of 4 sets values and each value set is essentially a percentage of how much of that texture on the palette shows up, and a mapping of where it maps onto the mask.&lt;br /&gt;
*Tessellation:  Tessellation is the breaking up of a cell into more resolution of polygons.  For each tessellation level it breaks up each polygon into 4 equal parts.  &lt;br /&gt;
&lt;br /&gt;
== Interior and exterior levels ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of levels; interior and exterior. Many features of these two level types are the same and level editor documentation will generally be applicable to both types unless specifically noted. Their key difference is that exterior levels have a terrain mesh (the &amp;quot;ground&amp;quot;) and interior levels don't. Note however that there's no reason why you couldn't use one level type to &amp;quot;fake&amp;quot; the other - for example you could create a an entirely underground cave using an &amp;quot;exterior&amp;quot; level with the terrain mesh as the cave's floor.&lt;br /&gt;
&lt;br /&gt;
== Creating a new level ==&lt;br /&gt;
To start the creation of a new level, choose to make a new level through the File menu or by right clicking on the palette. This will present you with a wizard that will set up several basic attributes. Note that some of these attributes can't be changed once the level has been created.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard start.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
The first choice is whether to have a terrain mesh (the &amp;quot;ground&amp;quot;) or not. A Room-based level uses a user-specified visibility graph that connects disjoint rooms together, useful for interiors and dungeon like areas.  Rooms are constructed using only existing models created in 3dsmax or another modeling package.  In comparison, the Terrain-based level is expansive, with no direct manipulation of what is visible from certain locations.  It also contains a terrain mesh that can be manipulated in the editor.  Models placement on top of this terrain mesh is similar to the Room-based levels.&lt;br /&gt;
&lt;br /&gt;
If you choose to have a room-based level you'll have to place chunks of floor, walls, and ceiling to enclose the player on all sides. Room-based levels have no further attributes that need to be configured during new level creation, so if you select &amp;quot;room-based&amp;quot; you'll be taken straight to the level editor from here.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain basic.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
If you choose terrain-based, you'll be asked to define some attributes for the terrain mesh. By default you're shown the basic set of attributes:&lt;br /&gt;
*Terrain mesh dimensions, in meters. Note that 64 by 64 is about the minimum that can produce a serviceable level, and that 256 by 256 is the maximum before one starts risking bad performance - though levels can be made larger than this if one takes care.&lt;br /&gt;
*Base mesh resolution - determines the size of the individual triangles that make up the terrain mesh. The default has 2 meter triangles. Note however that you'll be able to manipulate the terrain at a much higher resolution than this by using the tessellation tool; each tessellation level splits the previous level's triangles up into four smaller triangles.&lt;br /&gt;
*Chunk size - chunks are the basic simulation unit used by the engine. The default 32m is a good chunk size. You'll probably not want to reduce it smaller since you can't have the terrain mesh overhang from one chunk into another; smaller chunks could place limits on the sorts of terrain warping you'll be able to do later.&lt;br /&gt;
*Create a default water plane - Creating additional water planes later on is quick and easy, but this option provides a pre-made one by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain advanced.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
If you click the &amp;quot;advanced&amp;quot; button you'll be provided with a different presentation of the level's dimensions. Instead of defining its dimensions directly you can set how big chunks are and how many chunks there are in each dimension, defining the level's overall dimensions implicitly.&lt;br /&gt;
&lt;br /&gt;
There's one important attribute that can only be set in the advanced pane; the texel map's resolution. A texel is a &amp;quot;texture element&amp;quot;, a sort of high-level pixel equivalent that defines a texture instead of just a single uniform colour. The terrain is &amp;quot;painted&amp;quot; with texels, described later.&lt;br /&gt;
&lt;br /&gt;
*Cells Per Sector:  This is the number of cells per side of a sector, for example if there are 8 cells per sector, then each sector will have 8x8 cells.&lt;br /&gt;
*Base Cell Resolution:  This is the length of a single side of a cell in meters.  For instance, 8m means that each cell is 8m x 8m.&lt;br /&gt;
*Blend Texel Size:  This is the length on a single side of a Blend Texel.  For instance 100.00cm means that each Blend Texel is 100cm x 100cm (1m x 1m).  This is essentially the resolution at which you can paint.  It makes sense to set this to something large, which is a good default for the whole level.  An artist can set this on a sector by sector basis, later on, in the areas where he/she needs more detail.  &lt;br /&gt;
*Sector Size:  This is the length of  a single side of a sector and is reached by multiplying the cells per sector by the base cell resolution (un-editable).&lt;br /&gt;
*BlendPageSize:  This is the size of the Blend Mask for a Sector/Chunk, and is reached by dividing the sector size by the blend texel size.  For instance 64 means the blend mask image for this sector will be 64 x 64.   Due to graphics hardware limitations, the actual exported texture may be scaled to a power-2 texture.&lt;br /&gt;
* # Cells:  This allows the artist to specify the length and width of the terrain level by specifying the number of cells on each side.&lt;br /&gt;
*Area Size:  This is the length and width of the terrain level in meters, and is reached by multiplying the number of cells by the base cell resolution (un-editable).&lt;br /&gt;
* # Sectors:  This is the number of sectors/chunks in the terrain world, and is reached by dividing the number of cells by the cells per sector (un-editable).&lt;br /&gt;
* Tessellation Level:  This is simply to allow the artists to see what resolution they can reach at a given tessellation level, it has no lasting effect on the level.  Set this to 4 (max) to see what resolution the artist can reach given the above settings.&lt;br /&gt;
* Max. Resolution:  This is the maximum poly resolution that the artist can reach given the tessellation level set in the Tessellation field to the left (un-editable).&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
See sections below for detailed information on level editor specific toolbar buttons.&lt;br /&gt;
&lt;br /&gt;
=== Terrain mesh ===&lt;br /&gt;
&lt;br /&gt;
The [[terrain mesh]] is a deformable surface used in exterior levels to provide a &amp;quot;ground&amp;quot;. This toolbar contains the tools that deals with the terrain mesh:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar terrain editing.png]]&lt;br /&gt;
&lt;br /&gt;
Each of these buttons brings up a &amp;quot;brush&amp;quot; that's used for various tasks. See [[Terrain mesh]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other tools ===&lt;br /&gt;
* Chunk boundary visualization - The chunk visualization tool is a button that will highlight where all the chunk/sector boundaries are, allowing the artist to plan the level accordingly.  As you can see, it also highlights the models that fall into a colored chunk so that you can see which chunk these will fall into on export.&lt;br /&gt;
* Highlight impassible terrain - The game imposes limits on the slope of a walkable surface.  Toggling this viewport button will display red highlights on the terrain wherever this limit is exceeded.&lt;br /&gt;
* Fade Cutaway Toggle - Cutoff, or 2 meter cutoff as it is called, is where we cut off the tops of models in interiors when we go into tactical camera mode, or overhead camera.  This way we can still see the players.  The cutoff tool allows the artists to visually see from the editor what will get removed when going into the tactical camera.&lt;br /&gt;
* Fade Punchthrough Toggle - Punch through is a system that allows the artists to put a flag on a model to say that it will get “punch through”.  What this means is that when the game user is in tactical (overhead) camera mode, any model that is between the main character and the camera will get a punch through mask applied to it.   This tool allows the artists to see in the editor what will get punched through in the game.&lt;br /&gt;
* Visualize Collision Objects - Turning on the visualize collision toggle will display all collision shapes in green/red wireframes. The green-red tinting is provided to make it easier to distinguish multiple objects from one another.&lt;br /&gt;
* Continuous Refresh Toggle - When the continuous refresh toggle is activated, the viewport will constantly redraw whenever it has free CPU time.  This is useful for visualizing VFX and another animated models.&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
&lt;br /&gt;
There are many different types of [[lighting]] and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting]] for more detail.&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.&lt;br /&gt;
&lt;br /&gt;
Trees are added using the &amp;quot;scatter object&amp;quot; mode ([[Image:IconScatterObject.png]]).&lt;br /&gt;
&lt;br /&gt;
See [[model]] for more details.&lt;br /&gt;
&lt;br /&gt;
===Animations===&lt;br /&gt;
&lt;br /&gt;
Some models have animations associated with them which may be set through the DefaultAnimation field of the Object Properties. For example, if you want a windmill or water wheel to turn you need to set that animation in the level editor. The animations for those two models are:&lt;br /&gt;
&lt;br /&gt;
Windmill - wind&lt;br /&gt;
Waterwheel - turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Room visibility and connectivity==&lt;br /&gt;
&lt;br /&gt;
Interior based levels have explicit connections between rooms, unlike exteriors where there is an implicit connection between two neighboring chunks.  For this reason the connectivity must be set up by the artists.  This should be done through planning and iteration as it will affect the streaming and performance of the level in the game.  &lt;br /&gt;
 &lt;br /&gt;
If you select a room, you will see that that room appears highlighted in red.  The Room Properties window can be brought up by pressing the Room Properties button. This behavior can be disabled by unchecking the Highlight visible rooms checkbox.  All of the rooms that are visible to this room show up in green.  You will see the list of these rooms show up in the Visible Rooms list in the picture above.  &lt;br /&gt;
&lt;br /&gt;
The ideal way to generate this visibility information is to press the button called “Generate Visibility Graph”.  This will take a little bit of time, so sit back after you press it and be patient.  What it does is take a render of each room in the level and generate a list of all rooms that can be seen from it. &lt;br /&gt;
&lt;br /&gt;
NOTE: You must have generated pathfinding data for the level before you generate the visibility info, as it uses the pathing points in this process.&lt;br /&gt;
&lt;br /&gt;
Of course this can be tweaked manually afterwards using the add and remove buttons.  However if you ever press the Generate button again it will wipe out all manual changes.&lt;br /&gt;
&lt;br /&gt;
The visibility system is used for streaming as well as the fog of war system, and determining what rooms are visible to the player depending on his/her current room.  There is one other factor however to this, the connectivity system, which is detailed next.&lt;br /&gt;
&lt;br /&gt;
The Room Connectivity System is necessary because there are things that can block visibility from one room to another.  For instance if I’m looking up a hallway and I can see 3 rooms in the distance, but then I close the door in front of me, the game needs a way to know that those rooms are now invisible.  This is where this system comes in.&lt;br /&gt;
&lt;br /&gt;
The room connectivity system can be visualized by the other checkbox under the Connected Rooms list in the Rooms properties window.&lt;br /&gt;
 &lt;br /&gt;
Notice that the rooms connected to the current room show up in brown.  This is a reminder that you are looking at connectivity and not visibility.  As you can see only the rooms that are DIRECTLY connected to the selected room should be in this list.  This has to built up manually, by clicking add and then clicking on the rooms that are connected to it.   The add button in this case is more of a node, click it, then click the rooms you want to add, then you have to click it again to turn it off.  This was done to make adding all the rooms faster.&lt;br /&gt;
&lt;br /&gt;
== Black boxes ==&lt;br /&gt;
&lt;br /&gt;
When creating an indoor layout you'll need to manually insert &amp;quot;black box&amp;quot; objects on the outer sides of the layout's walls. This allows the player to see through the walls when the camera is outside them, and obscures any parts of models that protrude out where the player shouldn't be able to see them.&lt;br /&gt;
&lt;br /&gt;
== Trees, grass, and shrubberies ==&lt;br /&gt;
&lt;br /&gt;
Trees, grass and shrubberies are handled somewhat differently from other models. They are created using a program called SpeedTree that includes information allowing them to respond to the wind. To place trees on a level, you first need to add that tree type's tree controller:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor insert tree controller.png]]&lt;br /&gt;
&lt;br /&gt;
Once this is done you can use the scatter object tool ([[Image:IconScatterObject.png]]) to place specific examples of the vegetation you've added controllers for.&lt;br /&gt;
&lt;br /&gt;
See [[Vegetation]] for a gallery of the vegetation types included with the core resources.&lt;br /&gt;
&lt;br /&gt;
===Scatter Object Tool ===&lt;br /&gt;
The scatter object system allows the artist to place down both trees (and grass) and instanced models.  An example of an instanced model would be some rocks scattered around on the ground.  Objects that are scattered across the terrain level will be placed randomly inside the brush, and will also randomly fluctuate in size and orientation as well.&lt;br /&gt;
&lt;br /&gt;
The Scatter object tool allows the artist to paint scatter object on the terrain.  These scatter objects cannot be selected individually, but can only be added or removed with this tool.  Left clicking adds scatter objects within the brush, right clicking removes them.   &lt;br /&gt;
&lt;br /&gt;
*Fill Rate:  This is the rate at which the objects are scattered inside the brush.&lt;br /&gt;
*Radius:  This is the radius of the brush that adds/removes scatter objects.&lt;br /&gt;
&lt;br /&gt;
When the artist is painting scatter objects, he/she gets a palette, or Scatter Object Selection, from which to select which scatter object to paint.  Currently there are 2 tabs, one for trees and the other for instanced models.&lt;br /&gt;
 &lt;br /&gt;
The artist can add items to this list by right clicking on the Terrain World and selecting Insert, and then choosing either new Tree Scatter Object or new Model Scatter object.  In each case the artist will be able to browse a list of available resources.&lt;br /&gt;
 &lt;br /&gt;
*Ignore Density Setting:  This allows the artist to ignore the density setting and paint scatter objects in much the same way as one would use a can of spraypaint.&lt;br /&gt;
*Maximum Density:  This allows the artist to specify the maximum density of scatter objects in the brush radius, and the brush will only paint up to this maximum.&lt;br /&gt;
*Maximum Scale:  This caps the maximum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Minimum Scale:  This caps the minimum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Number of Painted Object:  Lists the current number of this type of object that has been painted in the level (un-editable).&lt;br /&gt;
*Orient On Terrain Surface:  When this is set to true, the objects will orient themselves according to the orientation of the terrain on which they are placed.  For instance if you put a rock on the side of a hill, it will still appear “flat” to the ground. NOTE: Currently this does not work for trees or grass, they will always be complete vertical.&lt;br /&gt;
&lt;br /&gt;
== Water tools ==&lt;br /&gt;
&lt;br /&gt;
See [[Water]] for detailed documentation on placing water in the level editor.&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
To insert a wind object, right click on the terrain, and choose Insert &amp;gt; New Wind Object.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor wind object.png]]&lt;br /&gt;
&lt;br /&gt;
For other weather effects, see [[Weather]].&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding is generated by clicking the toolbar button [[Image:IconGeneratePathfinding.png]]. The pathfinding process lays down a grid of points that are marked &amp;quot;accessable&amp;quot; if they can be reached from a pathfinding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
In the case of exterior areas, you must select an exportable area before it will generate it, the error message will reflect this.&lt;br /&gt;
&lt;br /&gt;
To see the existing pathfinding grid, click on the [[Image:IconDisplayPathfinding.png]] toolbar button or select &amp;quot;Pathfinding nodes&amp;quot; under the &amp;quot;View&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Passable&amp;quot; or &amp;quot;impassable&amp;quot; depends on a variety of factors such as the slope of the land, obstructions, or water depth. Accessibility Start points are represented by a blue ring with a red arrow. Note that these are different from [[waypoint]]s, and are only used by the level editor for pathfinding purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor pathfinding start spot.png]]&lt;br /&gt;
&lt;br /&gt;
Models will often contain collision volumes that will automatically make the places they're located impassible. Likewise, you can set a certain depth of water as being impassible and pathfinding will take this into account. &lt;br /&gt;
&lt;br /&gt;
In order to get pathfinding to work, you must generate your starting point AFTER you create the exportable area, and use the name that is automatically generated for the starting point. DO NOT change the name of the starting point otherwise pathfinding will fail.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Collision ===&lt;br /&gt;
You will need to block off terrain using the Terrain Block tools [[File:terrainBlockButtons.png]].  The first button toggles the display of the terrain blocks, the second button enables you to place terrain blocks, and the third snaps existing blocks to terrain verticies.  Left-clicking will start a new block, with additional left-clicks chaining the blocks together.  Right-clicking will end the current chain.  In addition, right-clicking on an existing block will delete it.&lt;br /&gt;
&lt;br /&gt;
An example of a terrain block chain showing the path finding&lt;br /&gt;
[[File:terrainBlockExample.png]]&lt;br /&gt;
&lt;br /&gt;
== Exportable area ==&lt;br /&gt;
&lt;br /&gt;
A layout requires at least one exportable area. This is the area that the player will be able to operate in and percieve when the layout is exported for use in the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to have a large level with several different exportable areas. The player will have to go through an area transition to travel between exportable areas, just as if they were separate layouts entirely, but by combining them into one level in the level editor it becomes easier to maintain consistency between them. This is particularly useful in layouts where a player in one exportable area can see into the other exportable area but not reach it directly.&lt;br /&gt;
&lt;br /&gt;
The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
*Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
*A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
&lt;br /&gt;
So for example the layout &amp;quot;ost101d&amp;quot; is a layout in the Ostagar region with a daytime ambience.&lt;br /&gt;
&lt;br /&gt;
Once you have done this you can convert your level into an area by clicking on Do All Local Posts.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Room)===&lt;br /&gt;
The area is created by default whenever a new level file is created.  Its default layout name is “&amp;lt;name of exported…” which must be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
There is no provision for creating multiple areas inside a room based level file.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Terrain)===&lt;br /&gt;
It is possible to have multiple exportable areas in each outdoor level file.  These can be created and their properties edited much like any other object in the editor.  If you have an exportable area already, you can select it via the drop down menu shown below.  &lt;br /&gt;
 &lt;br /&gt;
If you want to create or remove an exportable area, use the plus/minus buttons.   New areas automatically get an invalid layout name called “&amp;lt;name of exported…”  This needs to be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
&lt;br /&gt;
The GREEN box is the area the characters will be able to walk in, so make sure you drag it to cover the entire space you want to be walkable. If you place the green square in one of the corners and then drag diagonally you should be able to expand the box.&lt;br /&gt;
&lt;br /&gt;
    * The yellow box is the high level of detail, non-playable border (referred to as the Border).&lt;br /&gt;
&lt;br /&gt;
    * The red box is is the low level of detail, non-playable border (referred to as the Vista Border).&lt;br /&gt;
&lt;br /&gt;
These are used for giving depth/backgrounds to your areas. For example the mountains that surround Ostagar or the castle at Redcliffe.&lt;br /&gt;
 &lt;br /&gt;
After a new layout entry has been created, you can edit it by clicking on the properties button with the desired area selected in the dropdown.&lt;br /&gt;
&lt;br /&gt;
=== Exportable area properties ===&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Area ID|This is the ID of the area, this never needs to be changed.}}&lt;br /&gt;
{{inspector row|Cutoff Height|}}&lt;br /&gt;
{{inspector row|Cutoff System Enabled|}}&lt;br /&gt;
{{inspector row|Layout Name|This is the name which will be given to the layout on export, this name should never be longer than 7 characters, and if it is it will be truncated so that it is.  This is due to the long names our lightmap files receive, and out 32 character limit.}}&lt;br /&gt;
{{inspector row|Name|This is the name that shows up in the drop-down list.}}&lt;br /&gt;
{{inspector row|Start Point Name|Artist can specify the name of a startpoint that he/she wants the character to start at when previewing this level in the game.  They show up in the hierarchy tree, and can be created using the Start Point Tool.}}&lt;br /&gt;
{{inspector section|Atmosphere}}&lt;br /&gt;
{{inspector row|Atmo-Sun Color|RGB color values for the sun. Usually white.}}&lt;br /&gt;
{{inspector row|Atmo-Sun Intensity|Sun power. Multiplies the extintion and In-scattering terms.}}&lt;br /&gt;
{{inspector row|Atmosphere Alpha|}}&lt;br /&gt;
{{inspector row|Distance Multiplier|Modulates the distance at which the fog effect is applied.}}&lt;br /&gt;
{{inspector row|Earth Reflectance|Specifies the amount of natural color to allow objects to emit.}}&lt;br /&gt;
{{inspector row|Mie Multiplier|Modulates the Mie scattering term.}}&lt;br /&gt;
{{inspector row|Moon Alpha|}}&lt;br /&gt;
{{inspector row|Moon Rotation|}}&lt;br /&gt;
{{inspector row|Moon Scale|}}&lt;br /&gt;
{{inspector row|Rayleigh Multiplier|Modulates the rayleigh term.}}&lt;br /&gt;
{{inspector row|Skydome Model|This is the model to use for the skydome.  The resource list that appears when you click here is filtered for models beginning is “sb_”.}}&lt;br /&gt;
{{inspector row|Turbidity|Turbidity factor for the Mie term.}}&lt;br /&gt;
{{inspector section|Atmosphere Cloud}}&lt;br /&gt;
{{inspector row|Color|The cloud layer uses this color.}}&lt;br /&gt;
{{inspector row|Density|Lower values make an overcast sky.  Higher values give a scattered cloud layer.}}&lt;br /&gt;
{{inspector row|Depth|The depth value simulates thickness in the clouds.  The lower the value, the darker and more opaque the base is.  Higher values simulate more light passing through the cloud layer.}}&lt;br /&gt;
{{inspector row|Range1|First UV offset into the noise texture.}}&lt;br /&gt;
{{inspector row|Range2|Second UV offset range into the noise texture.}}&lt;br /&gt;
{{inspector row|Sharpness|:  This is a floating point number between 0 and 1, with 0 being no fog and one being a full white out so to speak.}}&lt;br /&gt;
{{inspector section|Atmosphere Fog}}&lt;br /&gt;
{{inspector row|Fog Cap|}}&lt;br /&gt;
{{inspector row|Fog Intensity|The intensity at the far plane.}}&lt;br /&gt;
{{inspector row|Fog Max Color|The color at maximum distance.}}&lt;br /&gt;
{{inspector row|Tactical Fog Multiplier|}}&lt;br /&gt;
{{inspector row|Use Separate Water Fog|}}&lt;br /&gt;
{{inspector row|Vertical Fog Zenith|}}&lt;br /&gt;
{{inspector row|Water Fog Cap|}}&lt;br /&gt;
{{inspector row|Water Fog Intensity|}}&lt;br /&gt;
{{inspector section|Buffer Effect 1, 2 and 3}}&lt;br /&gt;
{{inspector row||The properties available will depend on the specific buffer effect selected.}}&lt;br /&gt;
{{inspector section|Layout Sunlight}}&lt;br /&gt;
{{inspector row|Char. Sunlight Can Be Occluded|}}&lt;br /&gt;
{{inspector row|Character Color|}}&lt;br /&gt;
{{inspector row|Character Color Multiplier|}}&lt;br /&gt;
{{inspector row|Color|This is the color of the sunlight for the layout.}}&lt;br /&gt;
{{inspector row|Color Multiplier|This is the strength of the sunlight.}}&lt;br /&gt;
{{inspector row|Direction|This is the direction of the sunlight.  It can be typed in manually (a Vector in 3d space), or it can be specified by clicking on the “Set Sunlight” button on the right.  Pressing this pops up an icon that shows both the direction of the sunlight and its color.  Use the mouse to change it.}}&lt;br /&gt;
{{inspector row|Enabled|When this is set to true sunlight is enabled, false it is not.  }}&lt;br /&gt;
{{inspector row|Soft Shadow Light Angle|}}&lt;br /&gt;
{{inspector row|Soft Shadow Num Samples|}}&lt;br /&gt;
{{inspector section|Mini Map}}&lt;br /&gt;
{{inspector row|Mini Map Position X|}}&lt;br /&gt;
{{inspector row|Mini Map Position Y|}}&lt;br /&gt;
{{inspector row|Mini Map Size X|}}&lt;br /&gt;
{{inspector row|Mini Map Size Y|}}&lt;br /&gt;
{{inspector section|Model Low-LOD Lightmap}}&lt;br /&gt;
{{inspector row|Downsample Factor|For low-LOD models, this downsample factor is applied to the size of the original lightmap setting.  Texture-size = 1/DSF * original.  The result is clamped to the nearest pow-2.  Note that good values are 1,2,4,8,16 etc.}}&lt;br /&gt;
{{inspector row|Max Size|After downsampling is applied, the texture size is checked against the maximum clamp size.}}&lt;br /&gt;
{{inspector section|Pathfinding}}&lt;br /&gt;
{{inspector row|Character Height|This specifies the average height of a humanoid for the pathfinding info generation.  It is specifically used to generate the bounding volume for a creature for the pathing tests.}}&lt;br /&gt;
{{inspector row|Clearance|This is currently not being used.}}&lt;br /&gt;
{{inspector row|Grid Separation|This is the separation between pathing test points, in the x and y direction.  In the default case there would be a pathing point every 0.5 meters.}}&lt;br /&gt;
{{inspector section|Terrain Setup}}&lt;br /&gt;
{{inspector row|Border Cell Width|This is the number of chunks that will appear in the boundary around the playable area.  In order to specify the playable area, use the “define Area” button.}}&lt;br /&gt;
{{inspector row|Cell Position X|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Y|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Z|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Size X|This is the width of the exportable area, in chunks.}}&lt;br /&gt;
{{inspector row|Cell Size Y|This is the length of the exportable area, in chunks}}&lt;br /&gt;
{{inspector row|Cell Size Z|This is the height of the exportable area.  Currently there is only 1 height possible, 1.  This will not change for DA.}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size|This is the size of the lightmap texture for the terrain chunks.  In this case 64 means the texture will be 64x64, which for a chunk size of 64m x 64m will be one texel of lightmap per meter (which is pretty low).}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size (Vista)|This is the size of the lightmap texture for a vista chunk, outside the playable area and the border.  Again 16 means the texture will be 16x16.}}&lt;br /&gt;
{{inspector row|Subdivide Chunks By|}}&lt;br /&gt;
{{inspector row|Vista Cell Width|This is the number of chunks that will appear outside the border cells.  Anything inside the vista area will not be exported at high LOD.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Function&lt;br /&gt;
|-&lt;br /&gt;
| R || Standard Selection&lt;br /&gt;
|-&lt;br /&gt;
| Q || 3D Axis Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| E || Rotation Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| T || Local Coordinates (Toggle)&lt;br /&gt;
|-&lt;br /&gt;
! Key || Camera Functions&lt;br /&gt;
|-&lt;br /&gt;
| W || Camera Forward / In&lt;br /&gt;
|-&lt;br /&gt;
| S || Camera Back / Out&lt;br /&gt;
|-&lt;br /&gt;
| A || Camera Pan Left&lt;br /&gt;
|-&lt;br /&gt;
| D || Camera Pan Right&lt;br /&gt;
|-&lt;br /&gt;
! Key || Brush Size&lt;br /&gt;
|-&lt;br /&gt;
| - || Decrease Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
| = || Increase Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
! Key || Editing&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-X || Cut Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-C || Copy Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-V || Paste Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Z || Undo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Y || Redo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-A || Select All&lt;br /&gt;
|-&lt;br /&gt;
! Key || General&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-S || Save Map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-O || Open Map&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Refresh Screen&lt;br /&gt;
|-&lt;br /&gt;
| Del || Delete Selected Object&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Numpad) || Camera Reset/Home (Looks at bottom right corner of map)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-H || Hide Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-/ (Numpad) || UnHides Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-* || UnHides all hidden objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-\ || Invert Selection &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Groups are your friend.&lt;br /&gt;
&lt;br /&gt;
Selecting a group will select all models inside that group folder.&lt;br /&gt;
This allows you to move several objects at the same time as well as apply other settings to that entire group.&lt;br /&gt;
&lt;br /&gt;
This also makes placing several grouped objects like torches with flame and lights very quick and easy.&lt;br /&gt;
For example, Setting several candles with flame effects would take a lot of time to place each candle stick individually, and then placing the flame effect exactly on top of the candle for each. By using group folders you only need to set this up once. To place more candles simply select the group folder, Ctrl+C to copy, select its parent group, or other place you want to put the next candle and Ctrl+V to past the new group. Then simply drag it to where you want it.&lt;br /&gt;
&lt;br /&gt;
[[File:Tip_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
&lt;br /&gt;
In addition, the Selection Lock and Visible properties of objects can be useful when trying to manipulate objects when larger objects obscure or get in the way of the desired selection. This is especially handy with water meshes.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9411</id>
		<title>Level editor</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9411"/>
				<updated>2010-01-10T17:33:07Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
The level editor is used to generate the level layouts that are the basis for creating [[area]]s. A level layout is a non-interactive resource; the objects placed within it serve only to provide the physical structure and appearance of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead.&lt;br /&gt;
&lt;br /&gt;
Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: &amp;quot;flycam&amp;quot; mode ([[Image:IconFlycamStyle.png]] button in the toolbar) and 3DS Max mode ([[Image:Icon3DSMaxStyle.png]] button). NWN style is not currently supported.  (Use a combination of the mouse wheel + Ctrl or/and Alt (dependant on camera mode) to control the camera.  In either mode Numpad 5 will reset the camera.)&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
*Sector:  A sector is a square of geometry and is currently exported to the game as a “Chunk”.  For all intents and purposes, we can consider a sector and a chunk to cover the same area.   The different term is kept to distinguish between source (sector) and output (chunk).  Sectors are always square.&lt;br /&gt;
*Chunk:  A Chunk is the game-side basic building blocks of Terrain based levels.  Each Chunk is self-contained, has its own levels of Detail (LOD), RIMs, model lists, tree lists, etc.  It is what is streamed in and out during gameplay.&lt;br /&gt;
*Base Resolution:  This is the starting resolution of each cell, and can be specified in the wizard.&lt;br /&gt;
*Cell:  A cell is the basic building block of the terrain geometry.  Each cell starts off at the base resolution as a square and is made up of 2 polygons.&lt;br /&gt;
*Blend Mask:  The blend mask is the mask that is used to paint textures on the terrain. It is a blend16 algorithm, where it blends the highest 4 texture values (out of a possible 16) on each texel to come up with a texture mapped terrain.&lt;br /&gt;
*Texture Palette:  The texture palette is essentially a list of textures, one after the other.  When an artist wants to use a texture to paint on the terrain he/she would add a texture to this palette.&lt;br /&gt;
*Blend Texel:  These are the building blocks that make up the blend Mask. Each texel is comprised of 4 sets values and each value set is essentially a percentage of how much of that texture on the palette shows up, and a mapping of where it maps onto the mask.&lt;br /&gt;
*Tessellation:  Tessellation is the breaking up of a cell into more resolution of polygons.  For each tessellation level it breaks up each polygon into 4 equal parts.  &lt;br /&gt;
&lt;br /&gt;
== Interior and exterior levels ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of levels; interior and exterior. Many features of these two level types are the same and level editor documentation will generally be applicable to both types unless specifically noted. Their key difference is that exterior levels have a terrain mesh (the &amp;quot;ground&amp;quot;) and interior levels don't. Note however that there's no reason why you couldn't use one level type to &amp;quot;fake&amp;quot; the other - for example you could create a an entirely underground cave using an &amp;quot;exterior&amp;quot; level with the terrain mesh as the cave's floor.&lt;br /&gt;
&lt;br /&gt;
== Creating a new level ==&lt;br /&gt;
To start the creation of a new level, choose to make a new level through the File menu or by right clicking on the palette. This will present you with a wizard that will set up several basic attributes. Note that some of these attributes can't be changed once the level has been created.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard start.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
The first choice is whether to have a terrain mesh (the &amp;quot;ground&amp;quot;) or not. A Room-based level uses a user-specified visibility graph that connects disjoint rooms together, useful for interiors and dungeon like areas.  Rooms are constructed using only existing models created in 3dsmax or another modeling package.  In comparison, the Terrain-based level is expansive, with no direct manipulation of what is visible from certain locations.  It also contains a terrain mesh that can be manipulated in the editor.  Models placement on top of this terrain mesh is similar to the Room-based levels.&lt;br /&gt;
&lt;br /&gt;
If you choose to have a room-based level you'll have to place chunks of floor, walls, and ceiling to enclose the player on all sides. Room-based levels have no further attributes that need to be configured during new level creation, so if you select &amp;quot;room-based&amp;quot; you'll be taken straight to the level editor from here.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain basic.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
If you choose terrain-based, you'll be asked to define some attributes for the terrain mesh. By default you're shown the basic set of attributes:&lt;br /&gt;
*Terrain mesh dimensions, in meters. Note that 64 by 64 is about the minimum that can produce a serviceable level, and that 256 by 256 is the maximum before one starts risking bad performance - though levels can be made larger than this if one takes care.&lt;br /&gt;
*Base mesh resolution - determines the size of the individual triangles that make up the terrain mesh. The default has 2 meter triangles. Note however that you'll be able to manipulate the terrain at a much higher resolution than this by using the tessellation tool; each tessellation level splits the previous level's triangles up into four smaller triangles.&lt;br /&gt;
*Chunk size - chunks are the basic simulation unit used by the engine. The default 32m is a good chunk size. You'll probably not want to reduce it smaller since you can't have the terrain mesh overhang from one chunk into another; smaller chunks could place limits on the sorts of terrain warping you'll be able to do later.&lt;br /&gt;
*Create a default water plane - Creating additional water planes later on is quick and easy, but this option provides a pre-made one by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain advanced.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
If you click the &amp;quot;advanced&amp;quot; button you'll be provided with a different presentation of the level's dimensions. Instead of defining its dimensions directly you can set how big chunks are and how many chunks there are in each dimension, defining the level's overall dimensions implicitly.&lt;br /&gt;
&lt;br /&gt;
There's one important attribute that can only be set in the advanced pane; the texel map's resolution. A texel is a &amp;quot;texture element&amp;quot;, a sort of high-level pixel equivalent that defines a texture instead of just a single uniform colour. The terrain is &amp;quot;painted&amp;quot; with texels, described later.&lt;br /&gt;
&lt;br /&gt;
*Cells Per Sector:  This is the number of cells per side of a sector, for example if there are 8 cells per sector, then each sector will have 8x8 cells.&lt;br /&gt;
*Base Cell Resolution:  This is the length of a single side of a cell in meters.  For instance, 8m means that each cell is 8m x 8m.&lt;br /&gt;
*Blend Texel Size:  This is the length on a single side of a Blend Texel.  For instance 100.00cm means that each Blend Texel is 100cm x 100cm (1m x 1m).  This is essentially the resolution at which you can paint.  It makes sense to set this to something large, which is a good default for the whole level.  An artist can set this on a sector by sector basis, later on, in the areas where he/she needs more detail.  &lt;br /&gt;
*Sector Size:  This is the length of  a single side of a sector and is reached by multiplying the cells per sector by the base cell resolution (un-editable).&lt;br /&gt;
*BlendPageSize:  This is the size of the Blend Mask for a Sector/Chunk, and is reached by dividing the sector size by the blend texel size.  For instance 64 means the blend mask image for this sector will be 64 x 64.   Due to graphics hardware limitations, the actual exported texture may be scaled to a power-2 texture.&lt;br /&gt;
* # Cells:  This allows the artist to specify the length and width of the terrain level by specifying the number of cells on each side.&lt;br /&gt;
*Area Size:  This is the length and width of the terrain level in meters, and is reached by multiplying the number of cells by the base cell resolution (un-editable).&lt;br /&gt;
* # Sectors:  This is the number of sectors/chunks in the terrain world, and is reached by dividing the number of cells by the cells per sector (un-editable).&lt;br /&gt;
* Tessellation Level:  This is simply to allow the artists to see what resolution they can reach at a given tessellation level, it has no lasting effect on the level.  Set this to 4 (max) to see what resolution the artist can reach given the above settings.&lt;br /&gt;
* Max. Resolution:  This is the maximum poly resolution that the artist can reach given the tessellation level set in the Tessellation field to the left (un-editable).&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
See sections below for detailed information on level editor specific toolbar buttons.&lt;br /&gt;
&lt;br /&gt;
=== Terrain mesh ===&lt;br /&gt;
&lt;br /&gt;
The [[terrain mesh]] is a deformable surface used in exterior levels to provide a &amp;quot;ground&amp;quot;. This toolbar contains the tools that deals with the terrain mesh:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar terrain editing.png]]&lt;br /&gt;
&lt;br /&gt;
Each of these buttons brings up a &amp;quot;brush&amp;quot; that's used for various tasks. See [[Terrain mesh]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other tools ===&lt;br /&gt;
* Chunk boundary visualization - The chunk visualization tool is a button that will highlight where all the chunk/sector boundaries are, allowing the artist to plan the level accordingly.  As you can see, it also highlights the models that fall into a colored chunk so that you can see which chunk these will fall into on export.&lt;br /&gt;
* Highlight impassible terrain - The game imposes limits on the slope of a walkable surface.  Toggling this viewport button will display red highlights on the terrain wherever this limit is exceeded.&lt;br /&gt;
* Fade Cutaway Toggle - Cutoff, or 2 meter cutoff as it is called, is where we cut off the tops of models in interiors when we go into tactical camera mode, or overhead camera.  This way we can still see the players.  The cutoff tool allows the artists to visually see from the editor what will get removed when going into the tactical camera.&lt;br /&gt;
* Fade Punchthrough Toggle - Punch through is a system that allows the artists to put a flag on a model to say that it will get “punch through”.  What this means is that when the game user is in tactical (overhead) camera mode, any model that is between the main character and the camera will get a punch through mask applied to it.   This tool allows the artists to see in the editor what will get punched through in the game.&lt;br /&gt;
* Visualize Collision Objects - Turning on the visualize collision toggle will display all collision shapes in green/red wireframes. The green-red tinting is provided to make it easier to distinguish multiple objects from one another.&lt;br /&gt;
* Continuous Refresh Toggle - When the continuous refresh toggle is activated, the viewport will constantly redraw whenever it has free CPU time.  This is useful for visualizing VFX and another animated models.&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
&lt;br /&gt;
There are many different types of [[lighting]] and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting]] for more detail.&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.&lt;br /&gt;
&lt;br /&gt;
Trees are added using the &amp;quot;scatter object&amp;quot; mode ([[Image:IconScatterObject.png]]).&lt;br /&gt;
&lt;br /&gt;
See [[model]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Room visibility and connectivity==&lt;br /&gt;
&lt;br /&gt;
Interior based levels have explicit connections between rooms, unlike exteriors where there is an implicit connection between two neighboring chunks.  For this reason the connectivity must be set up by the artists.  This should be done through planning and iteration as it will affect the streaming and performance of the level in the game.  &lt;br /&gt;
 &lt;br /&gt;
If you select a room, you will see that that room appears highlighted in red.  The Room Properties window can be brought up by pressing the Room Properties button. This behavior can be disabled by unchecking the Highlight visible rooms checkbox.  All of the rooms that are visible to this room show up in green.  You will see the list of these rooms show up in the Visible Rooms list in the picture above.  &lt;br /&gt;
&lt;br /&gt;
The ideal way to generate this visibility information is to press the button called “Generate Visibility Graph”.  This will take a little bit of time, so sit back after you press it and be patient.  What it does is take a render of each room in the level and generate a list of all rooms that can be seen from it. &lt;br /&gt;
&lt;br /&gt;
NOTE: You must have generated pathfinding data for the level before you generate the visibility info, as it uses the pathing points in this process.&lt;br /&gt;
&lt;br /&gt;
Of course this can be tweaked manually afterwards using the add and remove buttons.  However if you ever press the Generate button again it will wipe out all manual changes.&lt;br /&gt;
&lt;br /&gt;
The visibility system is used for streaming as well as the fog of war system, and determining what rooms are visible to the player depending on his/her current room.  There is one other factor however to this, the connectivity system, which is detailed next.&lt;br /&gt;
&lt;br /&gt;
The Room Connectivity System is necessary because there are things that can block visibility from one room to another.  For instance if I’m looking up a hallway and I can see 3 rooms in the distance, but then I close the door in front of me, the game needs a way to know that those rooms are now invisible.  This is where this system comes in.&lt;br /&gt;
&lt;br /&gt;
The room connectivity system can be visualized by the other checkbox under the Connected Rooms list in the Rooms properties window.&lt;br /&gt;
 &lt;br /&gt;
Notice that the rooms connected to the current room show up in brown.  This is a reminder that you are looking at connectivity and not visibility.  As you can see only the rooms that are DIRECTLY connected to the selected room should be in this list.  This has to built up manually, by clicking add and then clicking on the rooms that are connected to it.   The add button in this case is more of a node, click it, then click the rooms you want to add, then you have to click it again to turn it off.  This was done to make adding all the rooms faster.&lt;br /&gt;
&lt;br /&gt;
== Trees, grass, and shrubberies ==&lt;br /&gt;
&lt;br /&gt;
Trees, grass and shrubberies are handled somewhat differently from other models. They are created using a program called SpeedTree that includes information allowing them to respond to the wind. To place trees on a level, you first need to add that tree type's tree controller:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor insert tree controller.png]]&lt;br /&gt;
&lt;br /&gt;
Once this is done you can use the scatter object tool ([[Image:IconScatterObject.png]]) to place specific examples of the vegetation you've added controllers for.&lt;br /&gt;
&lt;br /&gt;
See [[Vegetation]] for a gallery of the vegetation types included with the core resources.&lt;br /&gt;
&lt;br /&gt;
===Scatter Object Tool ===&lt;br /&gt;
The scatter object system allows the artist to place down both trees (and grass) and instanced models.  An example of an instanced model would be some rocks scattered around on the ground.  Objects that are scattered across the terrain level will be placed randomly inside the brush, and will also randomly fluctuate in size and orientation as well.&lt;br /&gt;
&lt;br /&gt;
The Scatter object tool allows the artist to paint scatter object on the terrain.  These scatter objects cannot be selected individually, but can only be added or removed with this tool.  Left clicking adds scatter objects within the brush, right clicking removes them.   &lt;br /&gt;
&lt;br /&gt;
*Fill Rate:  This is the rate at which the objects are scattered inside the brush.&lt;br /&gt;
*Radius:  This is the radius of the brush that adds/removes scatter objects.&lt;br /&gt;
&lt;br /&gt;
When the artist is painting scatter objects, he/she gets a palette, or Scatter Object Selection, from which to select which scatter object to paint.  Currently there are 2 tabs, one for trees and the other for instanced models.&lt;br /&gt;
 &lt;br /&gt;
The artist can add items to this list by right clicking on the Terrain World and selecting Insert, and then choosing either new Tree Scatter Object or new Model Scatter object.  In each case the artist will be able to browse a list of available resources.&lt;br /&gt;
 &lt;br /&gt;
*Ignore Density Setting:  This allows the artist to ignore the density setting and paint scatter objects in much the same way as one would use a can of spraypaint.&lt;br /&gt;
*Maximum Density:  This allows the artist to specify the maximum density of scatter objects in the brush radius, and the brush will only paint up to this maximum.&lt;br /&gt;
*Maximum Scale:  This caps the maximum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Minimum Scale:  This caps the minimum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Number of Painted Object:  Lists the current number of this type of object that has been painted in the level (un-editable).&lt;br /&gt;
*Orient On Terrain Surface:  When this is set to true, the objects will orient themselves according to the orientation of the terrain on which they are placed.  For instance if you put a rock on the side of a hill, it will still appear “flat” to the ground. NOTE: Currently this does not work for trees or grass, they will always be complete vertical.&lt;br /&gt;
&lt;br /&gt;
== Water tools ==&lt;br /&gt;
&lt;br /&gt;
See [[Water]] for detailed documentation on placing water in the level editor.&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
To insert a wind object, right click on the terrain, and choose Insert &amp;gt; New Wind Object.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor wind object.png]]&lt;br /&gt;
&lt;br /&gt;
For other weather effects, see [[Weather]].&lt;br /&gt;
&lt;br /&gt;
== Black boxes ==&lt;br /&gt;
&lt;br /&gt;
When creating an indoor layout you'll need to manually insert &amp;quot;black box&amp;quot; objects on the outer sides of the layout's walls. This allows the player to see through the walls when the camera is outside them, and obscures any parts of models that protrude out where the player shouldn't be able to see them.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding is generated by clicking the toolbar button [[Image:IconGeneratePathfinding.png]]. The pathfinding process lays down a grid of points that are marked &amp;quot;accessable&amp;quot; if they can be reached from a pathfinding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
In the case of exterior areas, you must select an exportable area before it will generate it, the error message will reflect this.&lt;br /&gt;
&lt;br /&gt;
To see the existing pathfinding grid, click on the [[Image:IconDisplayPathfinding.png]] toolbar button or select &amp;quot;Pathfinding nodes&amp;quot; under the &amp;quot;View&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Passable&amp;quot; or &amp;quot;impassable&amp;quot; depends on a variety of factors such as the slope of the land, obstructions, or water depth. Accessibility Start points are represented by a blue ring with a red arrow. Note that these are different from [[waypoint]]s, and are only used by the level editor for pathfinding purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor pathfinding start spot.png]]&lt;br /&gt;
&lt;br /&gt;
Models will often contain collision volumes that will automatically make the places they're located impassible. Likewise, you can set a certain depth of water as being impassible and pathfinding will take this into account. &lt;br /&gt;
&lt;br /&gt;
In order to get pathfinding to work, you must generate your starting point AFTER you create the exportable area, and use the name that is automatically generated for the starting point. DO NOT change the name of the starting point otherwise pathfinding will fail.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Collision ===&lt;br /&gt;
You will need to block off terrain using the Terrain Block tools [[File:terrainBlockButtons.png]].  The first button toggles the display of the terrain blocks, the second button enables you to place terrain blocks, and the third snaps existing blocks to terrain verticies.  Left-clicking will start a new block, with additional left-clicks chaining the blocks together.  Right-clicking will end the current chain.  In addition, right-clicking on an existing block will delete it.&lt;br /&gt;
&lt;br /&gt;
An example of a terrain block chain showing the path finding&lt;br /&gt;
[[File:terrainBlockExample.png]]&lt;br /&gt;
&lt;br /&gt;
== Exportable area ==&lt;br /&gt;
&lt;br /&gt;
A layout requires at least one exportable area. This is the area that the player will be able to operate in and percieve when the layout is exported for use in the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to have a large level with several different exportable areas. The player will have to go through an area transition to travel between exportable areas, just as if they were separate layouts entirely, but by combining them into one level in the level editor it becomes easier to maintain consistency between them. This is particularly useful in layouts where a player in one exportable area can see into the other exportable area but not reach it directly.&lt;br /&gt;
&lt;br /&gt;
The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
*Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
*A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
&lt;br /&gt;
So for example the layout &amp;quot;ost101d&amp;quot; is a layout in the Ostagar region with a daytime ambience.&lt;br /&gt;
&lt;br /&gt;
Once you have done this you can convert your level into an area by clicking on Do All Local Posts.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Room)===&lt;br /&gt;
The area is created by default whenever a new level file is created.  Its default layout name is “&amp;lt;name of exported…” which must be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
There is no provision for creating multiple areas inside a room based level file.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Terrain)===&lt;br /&gt;
It is possible to have multiple exportable areas in each outdoor level file.  These can be created and their properties edited much like any other object in the editor.  If you have an exportable area already, you can select it via the drop down menu shown below.  &lt;br /&gt;
 &lt;br /&gt;
If you want to create or remove an exportable area, use the plus/minus buttons.   New areas automatically get an invalid layout name called “&amp;lt;name of exported…”  This needs to be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
&lt;br /&gt;
The GREEN box is the area the characters will be able to walk in, so make sure you drag it to cover the entire space you want to be walkable. If you place the green square in one of the corners and then drag diagonally you should be able to expand the box.&lt;br /&gt;
&lt;br /&gt;
    * The yellow box is the high level of detail, non-playable border (referred to as the Border).&lt;br /&gt;
&lt;br /&gt;
    * The red box is is the low level of detail, non-playable border (referred to as the Vista Border).&lt;br /&gt;
&lt;br /&gt;
These are used for giving depth/backgrounds to your areas. For example the mountains that surround Ostagar or the castle at Redcliffe.&lt;br /&gt;
 &lt;br /&gt;
After a new layout entry has been created, you can edit it by clicking on the properties button with the desired area selected in the dropdown.&lt;br /&gt;
&lt;br /&gt;
=== Exportable area properties ===&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Area ID|This is the ID of the area, this never needs to be changed.}}&lt;br /&gt;
{{inspector row|Cutoff Height|}}&lt;br /&gt;
{{inspector row|Cutoff System Enabled|}}&lt;br /&gt;
{{inspector row|Layout Name|This is the name which will be given to the layout on export, this name should never be longer than 7 characters, and if it is it will be truncated so that it is.  This is due to the long names our lightmap files receive, and out 32 character limit.}}&lt;br /&gt;
{{inspector row|Name|This is the name that shows up in the drop-down list.}}&lt;br /&gt;
{{inspector row|Start Point Name|Artist can specify the name of a startpoint that he/she wants the character to start at when previewing this level in the game.  They show up in the hierarchy tree, and can be created using the Start Point Tool.}}&lt;br /&gt;
{{inspector section|Atmosphere}}&lt;br /&gt;
{{inspector row|Atmo-Sun Color|RGB color values for the sun. Usually white.}}&lt;br /&gt;
{{inspector row|Atmo-Sun Intensity|Sun power. Multiplies the extintion and In-scattering terms.}}&lt;br /&gt;
{{inspector row|Atmosphere Alpha|}}&lt;br /&gt;
{{inspector row|Distance Multiplier|Modulates the distance at which the fog effect is applied.}}&lt;br /&gt;
{{inspector row|Earth Reflectance|Specifies the amount of natural color to allow objects to emit.}}&lt;br /&gt;
{{inspector row|Mie Multiplier|Modulates the Mie scattering term.}}&lt;br /&gt;
{{inspector row|Moon Alpha|}}&lt;br /&gt;
{{inspector row|Moon Rotation|}}&lt;br /&gt;
{{inspector row|Moon Scale|}}&lt;br /&gt;
{{inspector row|Rayleigh Multiplier|Modulates the rayleigh term.}}&lt;br /&gt;
{{inspector row|Skydome Model|This is the model to use for the skydome.  The resource list that appears when you click here is filtered for models beginning is “sb_”.}}&lt;br /&gt;
{{inspector row|Turbidity|Turbidity factor for the Mie term.}}&lt;br /&gt;
{{inspector section|Atmosphere Cloud}}&lt;br /&gt;
{{inspector row|Color|The cloud layer uses this color.}}&lt;br /&gt;
{{inspector row|Density|Lower values make an overcast sky.  Higher values give a scattered cloud layer.}}&lt;br /&gt;
{{inspector row|Depth|The depth value simulates thickness in the clouds.  The lower the value, the darker and more opaque the base is.  Higher values simulate more light passing through the cloud layer.}}&lt;br /&gt;
{{inspector row|Range1|First UV offset into the noise texture.}}&lt;br /&gt;
{{inspector row|Range2|Second UV offset range into the noise texture.}}&lt;br /&gt;
{{inspector row|Sharpness|:  This is a floating point number between 0 and 1, with 0 being no fog and one being a full white out so to speak.}}&lt;br /&gt;
{{inspector section|Atmosphere Fog}}&lt;br /&gt;
{{inspector row|Fog Cap|}}&lt;br /&gt;
{{inspector row|Fog Intensity|The intensity at the far plane.}}&lt;br /&gt;
{{inspector row|Fog Max Color|The color at maximum distance.}}&lt;br /&gt;
{{inspector row|Tactical Fog Multiplier|}}&lt;br /&gt;
{{inspector row|Use Separate Water Fog|}}&lt;br /&gt;
{{inspector row|Vertical Fog Zenith|}}&lt;br /&gt;
{{inspector row|Water Fog Cap|}}&lt;br /&gt;
{{inspector row|Water Fog Intensity|}}&lt;br /&gt;
{{inspector section|Buffer Effect 1, 2 and 3}}&lt;br /&gt;
{{inspector row||The properties available will depend on the specific buffer effect selected.}}&lt;br /&gt;
{{inspector section|Layout Sunlight}}&lt;br /&gt;
{{inspector row|Char. Sunlight Can Be Occluded|}}&lt;br /&gt;
{{inspector row|Character Color|}}&lt;br /&gt;
{{inspector row|Character Color Multiplier|}}&lt;br /&gt;
{{inspector row|Color|This is the color of the sunlight for the layout.}}&lt;br /&gt;
{{inspector row|Color Multiplier|This is the strength of the sunlight.}}&lt;br /&gt;
{{inspector row|Direction|This is the direction of the sunlight.  It can be typed in manually (a Vector in 3d space), or it can be specified by clicking on the “Set Sunlight” button on the right.  Pressing this pops up an icon that shows both the direction of the sunlight and its color.  Use the mouse to change it.}}&lt;br /&gt;
{{inspector row|Enabled|When this is set to true sunlight is enabled, false it is not.  }}&lt;br /&gt;
{{inspector row|Soft Shadow Light Angle|}}&lt;br /&gt;
{{inspector row|Soft Shadow Num Samples|}}&lt;br /&gt;
{{inspector section|Mini Map}}&lt;br /&gt;
{{inspector row|Mini Map Position X|}}&lt;br /&gt;
{{inspector row|Mini Map Position Y|}}&lt;br /&gt;
{{inspector row|Mini Map Size X|}}&lt;br /&gt;
{{inspector row|Mini Map Size Y|}}&lt;br /&gt;
{{inspector section|Model Low-LOD Lightmap}}&lt;br /&gt;
{{inspector row|Downsample Factor|For low-LOD models, this downsample factor is applied to the size of the original lightmap setting.  Texture-size = 1/DSF * original.  The result is clamped to the nearest pow-2.  Note that good values are 1,2,4,8,16 etc.}}&lt;br /&gt;
{{inspector row|Max Size|After downsampling is applied, the texture size is checked against the maximum clamp size.}}&lt;br /&gt;
{{inspector section|Pathfinding}}&lt;br /&gt;
{{inspector row|Character Height|This specifies the average height of a humanoid for the pathfinding info generation.  It is specifically used to generate the bounding volume for a creature for the pathing tests.}}&lt;br /&gt;
{{inspector row|Clearance|This is currently not being used.}}&lt;br /&gt;
{{inspector row|Grid Separation|This is the separation between pathing test points, in the x and y direction.  In the default case there would be a pathing point every 0.5 meters.}}&lt;br /&gt;
{{inspector section|Terrain Setup}}&lt;br /&gt;
{{inspector row|Border Cell Width|This is the number of chunks that will appear in the boundary around the playable area.  In order to specify the playable area, use the “define Area” button.}}&lt;br /&gt;
{{inspector row|Cell Position X|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Y|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Z|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Size X|This is the width of the exportable area, in chunks.}}&lt;br /&gt;
{{inspector row|Cell Size Y|This is the length of the exportable area, in chunks}}&lt;br /&gt;
{{inspector row|Cell Size Z|This is the height of the exportable area.  Currently there is only 1 height possible, 1.  This will not change for DA.}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size|This is the size of the lightmap texture for the terrain chunks.  In this case 64 means the texture will be 64x64, which for a chunk size of 64m x 64m will be one texel of lightmap per meter (which is pretty low).}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size (Vista)|This is the size of the lightmap texture for a vista chunk, outside the playable area and the border.  Again 16 means the texture will be 16x16.}}&lt;br /&gt;
{{inspector row|Subdivide Chunks By|}}&lt;br /&gt;
{{inspector row|Vista Cell Width|This is the number of chunks that will appear outside the border cells.  Anything inside the vista area will not be exported at high LOD.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Function&lt;br /&gt;
|-&lt;br /&gt;
| R || Standard Selection&lt;br /&gt;
|-&lt;br /&gt;
| Q || 3D Axis Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| E || Rotation Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| T || Local Coordinates (Toggle)&lt;br /&gt;
|-&lt;br /&gt;
! Key || Camera Functions&lt;br /&gt;
|-&lt;br /&gt;
| W || Camera Forward / In&lt;br /&gt;
|-&lt;br /&gt;
| S || Camera Back / Out&lt;br /&gt;
|-&lt;br /&gt;
| A || Camera Pan Left&lt;br /&gt;
|-&lt;br /&gt;
| D || Camera Pan Right&lt;br /&gt;
|-&lt;br /&gt;
! Key || Brush Size&lt;br /&gt;
|-&lt;br /&gt;
| - || Decrease Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
| = || Increase Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
! Key || Editing&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-X || Cut Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-C || Copy Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-V || Paste Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Z || Undo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Y || Redo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-A || Select All&lt;br /&gt;
|-&lt;br /&gt;
! Key || General&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-S || Save Map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-O || Open Map&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Refresh Screen&lt;br /&gt;
|-&lt;br /&gt;
| Del || Delete Selected Object&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Numpad) || Camera Reset/Home (Looks at bottom right corner of map)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-H || Hide Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-/ (Numpad) || UnHides Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-* || UnHides all hidden objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-\ || Invert Selection &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Groups are your friend.&lt;br /&gt;
&lt;br /&gt;
Selecting a group will select all models inside that group folder.&lt;br /&gt;
This allows you to move several objects at the same time as well as apply other settings to that entire group.&lt;br /&gt;
&lt;br /&gt;
This also makes placing several grouped objects like torches with flame and lights very quick and easy.&lt;br /&gt;
For example, Setting several candles with flame effects would take a lot of time to place each candle stick individually, and then placing the flame effect exactly on top of the candle for each. By using group folders you only need to set this up once. To place more candles simply select the group folder, Ctrl+C to copy, select its parent group, or other place you want to put the next candle and Ctrl+V to past the new group. Then simply drag it to where you want it.&lt;br /&gt;
&lt;br /&gt;
[[File:Tip_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
&lt;br /&gt;
In addition, the Selection Lock and Visible properties of objects can be useful when trying to manipulate objects when larger objects obscure or get in the way of the desired selection. This is especially handy with water meshes.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9410</id>
		<title>Level editor</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9410"/>
				<updated>2010-01-10T17:32:03Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
The level editor is used to generate the level layouts that are the basis for creating [[area]]s. A level layout is a non-interactive resource; the objects placed within it serve only to provide the physical structure and appearance of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead.&lt;br /&gt;
&lt;br /&gt;
Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: &amp;quot;flycam&amp;quot; mode ([[Image:IconFlycamStyle.png]] button in the toolbar) and 3DS Max mode ([[Image:Icon3DSMaxStyle.png]] button). NWN style is not currently supported.  (Use a combination of the mouse wheel + Ctrl or/and Alt (dependant on camera mode) to control the camera.  In either mode Numpad 5 will reset the camera.)&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
*Sector:  A sector is a square of geometry and is currently exported to the game as a “Chunk”.  For all intents and purposes, we can consider a sector and a chunk to cover the same area.   The different term is kept to distinguish between source (sector) and output (chunk).  Sectors are always square.&lt;br /&gt;
*Chunk:  A Chunk is the game-side basic building blocks of Terrain based levels.  Each Chunk is self-contained, has its own levels of Detail (LOD), RIMs, model lists, tree lists, etc.  It is what is streamed in and out during gameplay.&lt;br /&gt;
*Base Resolution:  This is the starting resolution of each cell, and can be specified in the wizard.&lt;br /&gt;
*Cell:  A cell is the basic building block of the terrain geometry.  Each cell starts off at the base resolution as a square and is made up of 2 polygons.&lt;br /&gt;
*Blend Mask:  The blend mask is the mask that is used to paint textures on the terrain. It is a blend16 algorithm, where it blends the highest 4 texture values (out of a possible 16) on each texel to come up with a texture mapped terrain.&lt;br /&gt;
*Texture Palette:  The texture palette is essentially a list of textures, one after the other.  When an artist wants to use a texture to paint on the terrain he/she would add a texture to this palette.&lt;br /&gt;
*Blend Texel:  These are the building blocks that make up the blend Mask. Each texel is comprised of 4 sets values and each value set is essentially a percentage of how much of that texture on the palette shows up, and a mapping of where it maps onto the mask.&lt;br /&gt;
*Tessellation:  Tessellation is the breaking up of a cell into more resolution of polygons.  For each tessellation level it breaks up each polygon into 4 equal parts.  &lt;br /&gt;
&lt;br /&gt;
== Interior and exterior levels ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of levels; interior and exterior. Many features of these two level types are the same and level editor documentation will generally be applicable to both types unless specifically noted. Their key difference is that exterior levels have a terrain mesh (the &amp;quot;ground&amp;quot;) and interior levels don't. Note however that there's no reason why you couldn't use one level type to &amp;quot;fake&amp;quot; the other - for example you could create a an entirely underground cave using an &amp;quot;exterior&amp;quot; level with the terrain mesh as the cave's floor.&lt;br /&gt;
&lt;br /&gt;
== Creating a new level ==&lt;br /&gt;
To start the creation of a new level, choose to make a new level through the File menu or by right clicking on the palette. This will present you with a wizard that will set up several basic attributes. Note that some of these attributes can't be changed once the level has been created.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard start.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
The first choice is whether to have a terrain mesh (the &amp;quot;ground&amp;quot;) or not. A Room-based level uses a user-specified visibility graph that connects disjoint rooms together, useful for interiors and dungeon like areas.  Rooms are constructed using only existing models created in 3dsmax or another modeling package.  In comparison, the Terrain-based level is expansive, with no direct manipulation of what is visible from certain locations.  It also contains a terrain mesh that can be manipulated in the editor.  Models placement on top of this terrain mesh is similar to the Room-based levels.&lt;br /&gt;
&lt;br /&gt;
If you choose to have a room-based level you'll have to place chunks of floor, walls, and ceiling to enclose the player on all sides. Room-based levels have no further attributes that need to be configured during new level creation, so if you select &amp;quot;room-based&amp;quot; you'll be taken straight to the level editor from here.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain basic.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
If you choose terrain-based, you'll be asked to define some attributes for the terrain mesh. By default you're shown the basic set of attributes:&lt;br /&gt;
*Terrain mesh dimensions, in meters. Note that 64 by 64 is about the minimum that can produce a serviceable level, and that 256 by 256 is the maximum before one starts risking bad performance - though levels can be made larger than this if one takes care.&lt;br /&gt;
*Base mesh resolution - determines the size of the individual triangles that make up the terrain mesh. The default has 2 meter triangles. Note however that you'll be able to manipulate the terrain at a much higher resolution than this by using the tessellation tool; each tessellation level splits the previous level's triangles up into four smaller triangles.&lt;br /&gt;
*Chunk size - chunks are the basic simulation unit used by the engine. The default 32m is a good chunk size. You'll probably not want to reduce it smaller since you can't have the terrain mesh overhang from one chunk into another; smaller chunks could place limits on the sorts of terrain warping you'll be able to do later.&lt;br /&gt;
*Create a default water plane - Creating additional water planes later on is quick and easy, but this option provides a pre-made one by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain advanced.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
If you click the &amp;quot;advanced&amp;quot; button you'll be provided with a different presentation of the level's dimensions. Instead of defining its dimensions directly you can set how big chunks are and how many chunks there are in each dimension, defining the level's overall dimensions implicitly.&lt;br /&gt;
&lt;br /&gt;
There's one important attribute that can only be set in the advanced pane; the texel map's resolution. A texel is a &amp;quot;texture element&amp;quot;, a sort of high-level pixel equivalent that defines a texture instead of just a single uniform colour. The terrain is &amp;quot;painted&amp;quot; with texels, described later.&lt;br /&gt;
&lt;br /&gt;
*Cells Per Sector:  This is the number of cells per side of a sector, for example if there are 8 cells per sector, then each sector will have 8x8 cells.&lt;br /&gt;
*Base Cell Resolution:  This is the length of a single side of a cell in meters.  For instance, 8m means that each cell is 8m x 8m.&lt;br /&gt;
*Blend Texel Size:  This is the length on a single side of a Blend Texel.  For instance 100.00cm means that each Blend Texel is 100cm x 100cm (1m x 1m).  This is essentially the resolution at which you can paint.  It makes sense to set this to something large, which is a good default for the whole level.  An artist can set this on a sector by sector basis, later on, in the areas where he/she needs more detail.  &lt;br /&gt;
*Sector Size:  This is the length of  a single side of a sector and is reached by multiplying the cells per sector by the base cell resolution (un-editable).&lt;br /&gt;
*BlendPageSize:  This is the size of the Blend Mask for a Sector/Chunk, and is reached by dividing the sector size by the blend texel size.  For instance 64 means the blend mask image for this sector will be 64 x 64.   Due to graphics hardware limitations, the actual exported texture may be scaled to a power-2 texture.&lt;br /&gt;
* # Cells:  This allows the artist to specify the length and width of the terrain level by specifying the number of cells on each side.&lt;br /&gt;
*Area Size:  This is the length and width of the terrain level in meters, and is reached by multiplying the number of cells by the base cell resolution (un-editable).&lt;br /&gt;
* # Sectors:  This is the number of sectors/chunks in the terrain world, and is reached by dividing the number of cells by the cells per sector (un-editable).&lt;br /&gt;
* Tessellation Level:  This is simply to allow the artists to see what resolution they can reach at a given tessellation level, it has no lasting effect on the level.  Set this to 4 (max) to see what resolution the artist can reach given the above settings.&lt;br /&gt;
* Max. Resolution:  This is the maximum poly resolution that the artist can reach given the tessellation level set in the Tessellation field to the left (un-editable).&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
See sections below for detailed information on level editor specific toolbar buttons.&lt;br /&gt;
&lt;br /&gt;
=== Terrain mesh ===&lt;br /&gt;
&lt;br /&gt;
The [[terrain mesh]] is a deformable surface used in exterior levels to provide a &amp;quot;ground&amp;quot;. This toolbar contains the tools that deals with the terrain mesh:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar terrain editing.png]]&lt;br /&gt;
&lt;br /&gt;
Each of these buttons brings up a &amp;quot;brush&amp;quot; that's used for various tasks. See [[Terrain mesh]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other tools ===&lt;br /&gt;
* Chunk boundary visualization - The chunk visualization tool is a button that will highlight where all the chunk/sector boundaries are, allowing the artist to plan the level accordingly.  As you can see, it also highlights the models that fall into a colored chunk so that you can see which chunk these will fall into on export.&lt;br /&gt;
* Highlight impassible terrain - The game imposes limits on the slope of a walkable surface.  Toggling this viewport button will display red highlights on the terrain wherever this limit is exceeded.&lt;br /&gt;
* Fade Cutaway Toggle - Cutoff, or 2 meter cutoff as it is called, is where we cut off the tops of models in interiors when we go into tactical camera mode, or overhead camera.  This way we can still see the players.  The cutoff tool allows the artists to visually see from the editor what will get removed when going into the tactical camera.&lt;br /&gt;
* Fade Punchthrough Toggle - Punch through is a system that allows the artists to put a flag on a model to say that it will get “punch through”.  What this means is that when the game user is in tactical (overhead) camera mode, any model that is between the main character and the camera will get a punch through mask applied to it.   This tool allows the artists to see in the editor what will get punched through in the game.&lt;br /&gt;
* Visualize Collision Objects - Turning on the visualize collision toggle will display all collision shapes in green/red wireframes. The green-red tinting is provided to make it easier to distinguish multiple objects from one another.&lt;br /&gt;
* Continuous Refresh Toggle - When the continuous refresh toggle is activated, the viewport will constantly redraw whenever it has free CPU time.  This is useful for visualizing VFX and another animated models.&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
&lt;br /&gt;
There are many different types of [[lighting]] and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting]] for more detail.&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.&lt;br /&gt;
&lt;br /&gt;
Trees are added using the &amp;quot;scatter object&amp;quot; mode ([[Image:IconScatterObject.png]]).&lt;br /&gt;
&lt;br /&gt;
See [[model]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Room visibility and connectivity==&lt;br /&gt;
&lt;br /&gt;
Interior based levels have explicit connections between rooms, unlike exteriors where there is an implicit connection between two neighboring chunks.  For this reason the connectivity must be set up by the artists.  This should be done through planning and iteration as it will affect the streaming and performance of the level in the game.  &lt;br /&gt;
 &lt;br /&gt;
If you select a room, you will see that that room appears highlighted in red.  The Room Properties window can be brought up by pressing the Room Properties button. This behavior can be disabled by unchecking the Highlight visible rooms checkbox.  All of the rooms that are visible to this room show up in green.  You will see the list of these rooms show up in the Visible Rooms list in the picture above.  &lt;br /&gt;
&lt;br /&gt;
The ideal way to generate this visibility information is to press the button called “Generate Visibility Graph”.  This will take a little bit of time, so sit back after you press it and be patient.  What it does is take a render of each room in the level and generate a list of all rooms that can be seen from it. &lt;br /&gt;
&lt;br /&gt;
NOTE: You must have generated pathfinding data for the level before you generate the visibility info, as it uses the pathing points in this process.&lt;br /&gt;
&lt;br /&gt;
Of course this can be tweaked manually afterwards using the add and remove buttons.  However if you ever press the Generate button again it will wipe out all manual changes.&lt;br /&gt;
&lt;br /&gt;
The visibility system is used for streaming as well as the fog of war system, and determining what rooms are visible to the player depending on his/her current room.  There is one other factor however to this, the connectivity system, which is detailed next.&lt;br /&gt;
&lt;br /&gt;
The Room Connectivity System is necessary because there are things that can block visibility from one room to another.  For instance if I’m looking up a hallway and I can see 3 rooms in the distance, but then I close the door in front of me, the game needs a way to know that those rooms are now invisible.  This is where this system comes in.&lt;br /&gt;
&lt;br /&gt;
The room connectivity system can be visualized by the other checkbox under the Connected Rooms list in the Rooms properties window.&lt;br /&gt;
 &lt;br /&gt;
Notice that the rooms connected to the current room show up in brown.  This is a reminder that you are looking at connectivity and not visibility.  As you can see only the rooms that are DIRECTLY connected to the selected room should be in this list.  This has to built up manually, by clicking add and then clicking on the rooms that are connected to it.   The add button in this case is more of a node, click it, then click the rooms you want to add, then you have to click it again to turn it off.  This was done to make adding all the rooms faster.&lt;br /&gt;
&lt;br /&gt;
== Trees, grass, and shrubberies ==&lt;br /&gt;
&lt;br /&gt;
Trees, grass and shrubberies are handled somewhat differently from other models. They are created using a program called SpeedTree that includes information allowing them to respond to the wind. To place trees on a level, you first need to add that tree type's tree controller:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor insert tree controller.png]]&lt;br /&gt;
&lt;br /&gt;
Once this is done you can use the scatter object tool ([[Image:IconScatterObject.png]]) to place specific examples of the vegetation you've added controllers for.&lt;br /&gt;
&lt;br /&gt;
See [[Vegetation]] for a gallery of the vegetation types included with the core resources.&lt;br /&gt;
&lt;br /&gt;
===Scatter Object Tool ===&lt;br /&gt;
The scatter object system allows the artist to place down both trees (and grass) and instanced models.  An example of an instanced model would be some rocks scattered around on the ground.  Objects that are scattered across the terrain level will be placed randomly inside the brush, and will also randomly fluctuate in size and orientation as well.&lt;br /&gt;
&lt;br /&gt;
The Scatter object tool allows the artist to paint scatter object on the terrain.  These scatter objects cannot be selected individually, but can only be added or removed with this tool.  Left clicking adds scatter objects within the brush, right clicking removes them.   &lt;br /&gt;
&lt;br /&gt;
*Fill Rate:  This is the rate at which the objects are scattered inside the brush.&lt;br /&gt;
*Radius:  This is the radius of the brush that adds/removes scatter objects.&lt;br /&gt;
&lt;br /&gt;
When the artist is painting scatter objects, he/she gets a palette, or Scatter Object Selection, from which to select which scatter object to paint.  Currently there are 2 tabs, one for trees and the other for instanced models.&lt;br /&gt;
 &lt;br /&gt;
The artist can add items to this list by right clicking on the Terrain World and selecting Insert, and then choosing either new Tree Scatter Object or new Model Scatter object.  In each case the artist will be able to browse a list of available resources.&lt;br /&gt;
 &lt;br /&gt;
*Ignore Density Setting:  This allows the artist to ignore the density setting and paint scatter objects in much the same way as one would use a can of spraypaint.&lt;br /&gt;
*Maximum Density:  This allows the artist to specify the maximum density of scatter objects in the brush radius, and the brush will only paint up to this maximum.&lt;br /&gt;
*Maximum Scale:  This caps the maximum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Minimum Scale:  This caps the minimum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Number of Painted Object:  Lists the current number of this type of object that has been painted in the level (un-editable).&lt;br /&gt;
*Orient On Terrain Surface:  When this is set to true, the objects will orient themselves according to the orientation of the terrain on which they are placed.  For instance if you put a rock on the side of a hill, it will still appear “flat” to the ground. NOTE: Currently this does not work for trees or grass, they will always be complete vertical.&lt;br /&gt;
&lt;br /&gt;
== Water tools ==&lt;br /&gt;
&lt;br /&gt;
See [[Water]] for detailed documentation on placing water in the level editor.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding is generated by clicking the toolbar button [[Image:IconGeneratePathfinding.png]]. The pathfinding process lays down a grid of points that are marked &amp;quot;accessable&amp;quot; if they can be reached from a pathfinding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
In the case of exterior areas, you must select an exportable area before it will generate it, the error message will reflect this.&lt;br /&gt;
&lt;br /&gt;
To see the existing pathfinding grid, click on the [[Image:IconDisplayPathfinding.png]] toolbar button or select &amp;quot;Pathfinding nodes&amp;quot; under the &amp;quot;View&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Passable&amp;quot; or &amp;quot;impassable&amp;quot; depends on a variety of factors such as the slope of the land, obstructions, or water depth. Accessibility Start points are represented by a blue ring with a red arrow. Note that these are different from [[waypoint]]s, and are only used by the level editor for pathfinding purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor pathfinding start spot.png]]&lt;br /&gt;
&lt;br /&gt;
Models will often contain collision volumes that will automatically make the places they're located impassible. Likewise, you can set a certain depth of water as being impassible and pathfinding will take this into account. &lt;br /&gt;
&lt;br /&gt;
In order to get pathfinding to work, you must generate your starting point AFTER you create the exportable area, and use the name that is automatically generated for the starting point. DO NOT change the name of the starting point otherwise pathfinding will fail.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Collision ===&lt;br /&gt;
You will need to block off terrain using the Terrain Block tools [[File:terrainBlockButtons.png]].  The first button toggles the display of the terrain blocks, the second button enables you to place terrain blocks, and the third snaps existing blocks to terrain verticies.  Left-clicking will start a new block, with additional left-clicks chaining the blocks together.  Right-clicking will end the current chain.  In addition, right-clicking on an existing block will delete it.&lt;br /&gt;
&lt;br /&gt;
An example of a terrain block chain showing the path finding&lt;br /&gt;
[[File:terrainBlockExample.png]]&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
To insert a wind object, right click on the terrain, and choose Insert &amp;gt; New Wind Object.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor wind object.png]]&lt;br /&gt;
&lt;br /&gt;
For other weather effects, see [[Weather]].&lt;br /&gt;
&lt;br /&gt;
== Black boxes ==&lt;br /&gt;
&lt;br /&gt;
When creating an indoor layout you'll need to manually insert &amp;quot;black box&amp;quot; objects on the outer sides of the layout's walls. This allows the player to see through the walls when the camera is outside them, and obscures any parts of models that protrude out where the player shouldn't be able to see them.&lt;br /&gt;
&lt;br /&gt;
== Exportable area ==&lt;br /&gt;
&lt;br /&gt;
A layout requires at least one exportable area. This is the area that the player will be able to operate in and percieve when the layout is exported for use in the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to have a large level with several different exportable areas. The player will have to go through an area transition to travel between exportable areas, just as if they were separate layouts entirely, but by combining them into one level in the level editor it becomes easier to maintain consistency between them. This is particularly useful in layouts where a player in one exportable area can see into the other exportable area but not reach it directly.&lt;br /&gt;
&lt;br /&gt;
The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
*Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
*A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
&lt;br /&gt;
So for example the layout &amp;quot;ost101d&amp;quot; is a layout in the Ostagar region with a daytime ambience.&lt;br /&gt;
&lt;br /&gt;
Once you have done this you can convert your level into an area by clicking on Do All Local Posts.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Room)===&lt;br /&gt;
The area is created by default whenever a new level file is created.  Its default layout name is “&amp;lt;name of exported…” which must be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
There is no provision for creating multiple areas inside a room based level file.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Terrain)===&lt;br /&gt;
It is possible to have multiple exportable areas in each outdoor level file.  These can be created and their properties edited much like any other object in the editor.  If you have an exportable area already, you can select it via the drop down menu shown below.  &lt;br /&gt;
 &lt;br /&gt;
If you want to create or remove an exportable area, use the plus/minus buttons.   New areas automatically get an invalid layout name called “&amp;lt;name of exported…”  This needs to be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
&lt;br /&gt;
The GREEN box is the area the characters will be able to walk in, so make sure you drag it to cover the entire space you want to be walkable. If you place the green square in one of the corners and then drag diagonally you should be able to expand the box.&lt;br /&gt;
&lt;br /&gt;
    * The yellow box is the high level of detail, non-playable border (referred to as the Border).&lt;br /&gt;
&lt;br /&gt;
    * The red box is is the low level of detail, non-playable border (referred to as the Vista Border).&lt;br /&gt;
&lt;br /&gt;
These are used for giving depth/backgrounds to your areas. For example the mountains that surround Ostagar or the castle at Redcliffe.&lt;br /&gt;
 &lt;br /&gt;
After a new layout entry has been created, you can edit it by clicking on the properties button with the desired area selected in the dropdown.&lt;br /&gt;
&lt;br /&gt;
=== Exportable area properties ===&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Area ID|This is the ID of the area, this never needs to be changed.}}&lt;br /&gt;
{{inspector row|Cutoff Height|}}&lt;br /&gt;
{{inspector row|Cutoff System Enabled|}}&lt;br /&gt;
{{inspector row|Layout Name|This is the name which will be given to the layout on export, this name should never be longer than 7 characters, and if it is it will be truncated so that it is.  This is due to the long names our lightmap files receive, and out 32 character limit.}}&lt;br /&gt;
{{inspector row|Name|This is the name that shows up in the drop-down list.}}&lt;br /&gt;
{{inspector row|Start Point Name|Artist can specify the name of a startpoint that he/she wants the character to start at when previewing this level in the game.  They show up in the hierarchy tree, and can be created using the Start Point Tool.}}&lt;br /&gt;
{{inspector section|Atmosphere}}&lt;br /&gt;
{{inspector row|Atmo-Sun Color|RGB color values for the sun. Usually white.}}&lt;br /&gt;
{{inspector row|Atmo-Sun Intensity|Sun power. Multiplies the extintion and In-scattering terms.}}&lt;br /&gt;
{{inspector row|Atmosphere Alpha|}}&lt;br /&gt;
{{inspector row|Distance Multiplier|Modulates the distance at which the fog effect is applied.}}&lt;br /&gt;
{{inspector row|Earth Reflectance|Specifies the amount of natural color to allow objects to emit.}}&lt;br /&gt;
{{inspector row|Mie Multiplier|Modulates the Mie scattering term.}}&lt;br /&gt;
{{inspector row|Moon Alpha|}}&lt;br /&gt;
{{inspector row|Moon Rotation|}}&lt;br /&gt;
{{inspector row|Moon Scale|}}&lt;br /&gt;
{{inspector row|Rayleigh Multiplier|Modulates the rayleigh term.}}&lt;br /&gt;
{{inspector row|Skydome Model|This is the model to use for the skydome.  The resource list that appears when you click here is filtered for models beginning is “sb_”.}}&lt;br /&gt;
{{inspector row|Turbidity|Turbidity factor for the Mie term.}}&lt;br /&gt;
{{inspector section|Atmosphere Cloud}}&lt;br /&gt;
{{inspector row|Color|The cloud layer uses this color.}}&lt;br /&gt;
{{inspector row|Density|Lower values make an overcast sky.  Higher values give a scattered cloud layer.}}&lt;br /&gt;
{{inspector row|Depth|The depth value simulates thickness in the clouds.  The lower the value, the darker and more opaque the base is.  Higher values simulate more light passing through the cloud layer.}}&lt;br /&gt;
{{inspector row|Range1|First UV offset into the noise texture.}}&lt;br /&gt;
{{inspector row|Range2|Second UV offset range into the noise texture.}}&lt;br /&gt;
{{inspector row|Sharpness|:  This is a floating point number between 0 and 1, with 0 being no fog and one being a full white out so to speak.}}&lt;br /&gt;
{{inspector section|Atmosphere Fog}}&lt;br /&gt;
{{inspector row|Fog Cap|}}&lt;br /&gt;
{{inspector row|Fog Intensity|The intensity at the far plane.}}&lt;br /&gt;
{{inspector row|Fog Max Color|The color at maximum distance.}}&lt;br /&gt;
{{inspector row|Tactical Fog Multiplier|}}&lt;br /&gt;
{{inspector row|Use Separate Water Fog|}}&lt;br /&gt;
{{inspector row|Vertical Fog Zenith|}}&lt;br /&gt;
{{inspector row|Water Fog Cap|}}&lt;br /&gt;
{{inspector row|Water Fog Intensity|}}&lt;br /&gt;
{{inspector section|Buffer Effect 1, 2 and 3}}&lt;br /&gt;
{{inspector row||The properties available will depend on the specific buffer effect selected.}}&lt;br /&gt;
{{inspector section|Layout Sunlight}}&lt;br /&gt;
{{inspector row|Char. Sunlight Can Be Occluded|}}&lt;br /&gt;
{{inspector row|Character Color|}}&lt;br /&gt;
{{inspector row|Character Color Multiplier|}}&lt;br /&gt;
{{inspector row|Color|This is the color of the sunlight for the layout.}}&lt;br /&gt;
{{inspector row|Color Multiplier|This is the strength of the sunlight.}}&lt;br /&gt;
{{inspector row|Direction|This is the direction of the sunlight.  It can be typed in manually (a Vector in 3d space), or it can be specified by clicking on the “Set Sunlight” button on the right.  Pressing this pops up an icon that shows both the direction of the sunlight and its color.  Use the mouse to change it.}}&lt;br /&gt;
{{inspector row|Enabled|When this is set to true sunlight is enabled, false it is not.  }}&lt;br /&gt;
{{inspector row|Soft Shadow Light Angle|}}&lt;br /&gt;
{{inspector row|Soft Shadow Num Samples|}}&lt;br /&gt;
{{inspector section|Mini Map}}&lt;br /&gt;
{{inspector row|Mini Map Position X|}}&lt;br /&gt;
{{inspector row|Mini Map Position Y|}}&lt;br /&gt;
{{inspector row|Mini Map Size X|}}&lt;br /&gt;
{{inspector row|Mini Map Size Y|}}&lt;br /&gt;
{{inspector section|Model Low-LOD Lightmap}}&lt;br /&gt;
{{inspector row|Downsample Factor|For low-LOD models, this downsample factor is applied to the size of the original lightmap setting.  Texture-size = 1/DSF * original.  The result is clamped to the nearest pow-2.  Note that good values are 1,2,4,8,16 etc.}}&lt;br /&gt;
{{inspector row|Max Size|After downsampling is applied, the texture size is checked against the maximum clamp size.}}&lt;br /&gt;
{{inspector section|Pathfinding}}&lt;br /&gt;
{{inspector row|Character Height|This specifies the average height of a humanoid for the pathfinding info generation.  It is specifically used to generate the bounding volume for a creature for the pathing tests.}}&lt;br /&gt;
{{inspector row|Clearance|This is currently not being used.}}&lt;br /&gt;
{{inspector row|Grid Separation|This is the separation between pathing test points, in the x and y direction.  In the default case there would be a pathing point every 0.5 meters.}}&lt;br /&gt;
{{inspector section|Terrain Setup}}&lt;br /&gt;
{{inspector row|Border Cell Width|This is the number of chunks that will appear in the boundary around the playable area.  In order to specify the playable area, use the “define Area” button.}}&lt;br /&gt;
{{inspector row|Cell Position X|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Y|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Z|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Size X|This is the width of the exportable area, in chunks.}}&lt;br /&gt;
{{inspector row|Cell Size Y|This is the length of the exportable area, in chunks}}&lt;br /&gt;
{{inspector row|Cell Size Z|This is the height of the exportable area.  Currently there is only 1 height possible, 1.  This will not change for DA.}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size|This is the size of the lightmap texture for the terrain chunks.  In this case 64 means the texture will be 64x64, which for a chunk size of 64m x 64m will be one texel of lightmap per meter (which is pretty low).}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size (Vista)|This is the size of the lightmap texture for a vista chunk, outside the playable area and the border.  Again 16 means the texture will be 16x16.}}&lt;br /&gt;
{{inspector row|Subdivide Chunks By|}}&lt;br /&gt;
{{inspector row|Vista Cell Width|This is the number of chunks that will appear outside the border cells.  Anything inside the vista area will not be exported at high LOD.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Function&lt;br /&gt;
|-&lt;br /&gt;
| R || Standard Selection&lt;br /&gt;
|-&lt;br /&gt;
| Q || 3D Axis Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| E || Rotation Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| T || Local Coordinates (Toggle)&lt;br /&gt;
|-&lt;br /&gt;
! Key || Camera Functions&lt;br /&gt;
|-&lt;br /&gt;
| W || Camera Forward / In&lt;br /&gt;
|-&lt;br /&gt;
| S || Camera Back / Out&lt;br /&gt;
|-&lt;br /&gt;
| A || Camera Pan Left&lt;br /&gt;
|-&lt;br /&gt;
| D || Camera Pan Right&lt;br /&gt;
|-&lt;br /&gt;
! Key || Brush Size&lt;br /&gt;
|-&lt;br /&gt;
| - || Decrease Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
| = || Increase Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
! Key || Editing&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-X || Cut Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-C || Copy Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-V || Paste Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Z || Undo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Y || Redo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-A || Select All&lt;br /&gt;
|-&lt;br /&gt;
! Key || General&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-S || Save Map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-O || Open Map&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Refresh Screen&lt;br /&gt;
|-&lt;br /&gt;
| Del || Delete Selected Object&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Numpad) || Camera Reset/Home (Looks at bottom right corner of map)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-H || Hide Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-/ (Numpad) || UnHides Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-* || UnHides all hidden objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-\ || Invert Selection &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Groups are your friend.&lt;br /&gt;
&lt;br /&gt;
Selecting a group will select all models inside that group folder.&lt;br /&gt;
This allows you to move several objects at the same time as well as apply other settings to that entire group.&lt;br /&gt;
&lt;br /&gt;
This also makes placing several grouped objects like torches with flame and lights very quick and easy.&lt;br /&gt;
For example, Setting several candles with flame effects would take a lot of time to place each candle stick individually, and then placing the flame effect exactly on top of the candle for each. By using group folders you only need to set this up once. To place more candles simply select the group folder, Ctrl+C to copy, select its parent group, or other place you want to put the next candle and Ctrl+V to past the new group. Then simply drag it to where you want it.&lt;br /&gt;
&lt;br /&gt;
[[File:Tip_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
&lt;br /&gt;
In addition, the Selection Lock and Visible properties of objects can be useful when trying to manipulate objects when larger objects obscure or get in the way of the desired selection. This is especially handy with water meshes.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9409</id>
		<title>Level editor</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9409"/>
				<updated>2010-01-10T17:28:31Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
The level editor is used to generate the level layouts that are the basis for creating [[area]]s. A level layout is a non-interactive resource; the objects placed within it serve only to provide the physical structure and appearance of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead.&lt;br /&gt;
&lt;br /&gt;
Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: &amp;quot;flycam&amp;quot; mode ([[Image:IconFlycamStyle.png]] button in the toolbar) and 3DS Max mode ([[Image:Icon3DSMaxStyle.png]] button). NWN style is not currently supported.  (Use a combination of the mouse wheel + Ctrl or/and Alt (dependant on camera mode) to control the camera.  In either mode Numpad 5 will reset the camera.)&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
*Sector:  A sector is a square of geometry and is currently exported to the game as a “Chunk”.  For all intents and purposes, we can consider a sector and a chunk to cover the same area.   The different term is kept to distinguish between source (sector) and output (chunk).  Sectors are always square.&lt;br /&gt;
*Chunk:  A Chunk is the game-side basic building blocks of Terrain based levels.  Each Chunk is self-contained, has its own levels of Detail (LOD), RIMs, model lists, tree lists, etc.  It is what is streamed in and out during gameplay.&lt;br /&gt;
*Base Resolution:  This is the starting resolution of each cell, and can be specified in the wizard.&lt;br /&gt;
*Cell:  A cell is the basic building block of the terrain geometry.  Each cell starts off at the base resolution as a square and is made up of 2 polygons.&lt;br /&gt;
*Blend Mask:  The blend mask is the mask that is used to paint textures on the terrain. It is a blend16 algorithm, where it blends the highest 4 texture values (out of a possible 16) on each texel to come up with a texture mapped terrain.&lt;br /&gt;
*Texture Palette:  The texture palette is essentially a list of textures, one after the other.  When an artist wants to use a texture to paint on the terrain he/she would add a texture to this palette.&lt;br /&gt;
*Blend Texel:  These are the building blocks that make up the blend Mask. Each texel is comprised of 4 sets values and each value set is essentially a percentage of how much of that texture on the palette shows up, and a mapping of where it maps onto the mask.&lt;br /&gt;
*Tessellation:  Tessellation is the breaking up of a cell into more resolution of polygons.  For each tessellation level it breaks up each polygon into 4 equal parts.  &lt;br /&gt;
&lt;br /&gt;
== Interior and exterior levels ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of levels; interior and exterior. Many features of these two level types are the same and level editor documentation will generally be applicable to both types unless specifically noted. Their key difference is that exterior levels have a terrain mesh (the &amp;quot;ground&amp;quot;) and interior levels don't. Note however that there's no reason why you couldn't use one level type to &amp;quot;fake&amp;quot; the other - for example you could create a an entirely underground cave using an &amp;quot;exterior&amp;quot; level with the terrain mesh as the cave's floor.&lt;br /&gt;
&lt;br /&gt;
== Creating a new level ==&lt;br /&gt;
To start the creation of a new level, choose to make a new level through the File menu or by right clicking on the palette. This will present you with a wizard that will set up several basic attributes. Note that some of these attributes can't be changed once the level has been created.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard start.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
The first choice is whether to have a terrain mesh (the &amp;quot;ground&amp;quot;) or not. A Room-based level uses a user-specified visibility graph that connects disjoint rooms together, useful for interiors and dungeon like areas.  Rooms are constructed using only existing models created in 3dsmax or another modeling package.  In comparison, the Terrain-based level is expansive, with no direct manipulation of what is visible from certain locations.  It also contains a terrain mesh that can be manipulated in the editor.  Models placement on top of this terrain mesh is similar to the Room-based levels.&lt;br /&gt;
&lt;br /&gt;
If you choose to have a room-based level you'll have to place chunks of floor, walls, and ceiling to enclose the player on all sides. Room-based levels have no further attributes that need to be configured during new level creation, so if you select &amp;quot;room-based&amp;quot; you'll be taken straight to the level editor from here.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain basic.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
If you choose terrain-based, you'll be asked to define some attributes for the terrain mesh. By default you're shown the basic set of attributes:&lt;br /&gt;
*Terrain mesh dimensions, in meters. Note that 64 by 64 is about the minimum that can produce a serviceable level, and that 256 by 256 is the maximum before one starts risking bad performance - though levels can be made larger than this if one takes care.&lt;br /&gt;
*Base mesh resolution - determines the size of the individual triangles that make up the terrain mesh. The default has 2 meter triangles. Note however that you'll be able to manipulate the terrain at a much higher resolution than this by using the tessellation tool; each tessellation level splits the previous level's triangles up into four smaller triangles.&lt;br /&gt;
*Chunk size - chunks are the basic simulation unit used by the engine. The default 32m is a good chunk size. You'll probably not want to reduce it smaller since you can't have the terrain mesh overhang from one chunk into another; smaller chunks could place limits on the sorts of terrain warping you'll be able to do later.&lt;br /&gt;
*Create a default water plane - Creating additional water planes later on is quick and easy, but this option provides a pre-made one by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain advanced.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
If you click the &amp;quot;advanced&amp;quot; button you'll be provided with a different presentation of the level's dimensions. Instead of defining its dimensions directly you can set how big chunks are and how many chunks there are in each dimension, defining the level's overall dimensions implicitly.&lt;br /&gt;
&lt;br /&gt;
There's one important attribute that can only be set in the advanced pane; the texel map's resolution. A texel is a &amp;quot;texture element&amp;quot;, a sort of high-level pixel equivalent that defines a texture instead of just a single uniform colour. The terrain is &amp;quot;painted&amp;quot; with texels, described later.&lt;br /&gt;
&lt;br /&gt;
*Cells Per Sector:  This is the number of cells per side of a sector, for example if there are 8 cells per sector, then each sector will have 8x8 cells.&lt;br /&gt;
*Base Cell Resolution:  This is the length of a single side of a cell in meters.  For instance, 8m means that each cell is 8m x 8m.&lt;br /&gt;
*Blend Texel Size:  This is the length on a single side of a Blend Texel.  For instance 100.00cm means that each Blend Texel is 100cm x 100cm (1m x 1m).  This is essentially the resolution at which you can paint.  It makes sense to set this to something large, which is a good default for the whole level.  An artist can set this on a sector by sector basis, later on, in the areas where he/she needs more detail.  &lt;br /&gt;
*Sector Size:  This is the length of  a single side of a sector and is reached by multiplying the cells per sector by the base cell resolution (un-editable).&lt;br /&gt;
*BlendPageSize:  This is the size of the Blend Mask for a Sector/Chunk, and is reached by dividing the sector size by the blend texel size.  For instance 64 means the blend mask image for this sector will be 64 x 64.   Due to graphics hardware limitations, the actual exported texture may be scaled to a power-2 texture.&lt;br /&gt;
* # Cells:  This allows the artist to specify the length and width of the terrain level by specifying the number of cells on each side.&lt;br /&gt;
*Area Size:  This is the length and width of the terrain level in meters, and is reached by multiplying the number of cells by the base cell resolution (un-editable).&lt;br /&gt;
* # Sectors:  This is the number of sectors/chunks in the terrain world, and is reached by dividing the number of cells by the cells per sector (un-editable).&lt;br /&gt;
* Tessellation Level:  This is simply to allow the artists to see what resolution they can reach at a given tessellation level, it has no lasting effect on the level.  Set this to 4 (max) to see what resolution the artist can reach given the above settings.&lt;br /&gt;
* Max. Resolution:  This is the maximum poly resolution that the artist can reach given the tessellation level set in the Tessellation field to the left (un-editable).&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
See sections below for detailed information on level editor specific toolbar buttons.&lt;br /&gt;
&lt;br /&gt;
=== Terrain mesh ===&lt;br /&gt;
&lt;br /&gt;
The [[terrain mesh]] is a deformable surface used in exterior levels to provide a &amp;quot;ground&amp;quot;. This toolbar contains the tools that deals with the terrain mesh:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar terrain editing.png]]&lt;br /&gt;
&lt;br /&gt;
Each of these buttons brings up a &amp;quot;brush&amp;quot; that's used for various tasks. See [[Terrain mesh]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other tools ===&lt;br /&gt;
* Chunk boundary visualization - The chunk visualization tool is a button that will highlight where all the chunk/sector boundaries are, allowing the artist to plan the level accordingly.  As you can see, it also highlights the models that fall into a colored chunk so that you can see which chunk these will fall into on export.&lt;br /&gt;
* Highlight impassible terrain - The game imposes limits on the slope of a walkable surface.  Toggling this viewport button will display red highlights on the terrain wherever this limit is exceeded.&lt;br /&gt;
* Fade Cutaway Toggle - Cutoff, or 2 meter cutoff as it is called, is where we cut off the tops of models in interiors when we go into tactical camera mode, or overhead camera.  This way we can still see the players.  The cutoff tool allows the artists to visually see from the editor what will get removed when going into the tactical camera.&lt;br /&gt;
* Fade Punchthrough Toggle - Punch through is a system that allows the artists to put a flag on a model to say that it will get “punch through”.  What this means is that when the game user is in tactical (overhead) camera mode, any model that is between the main character and the camera will get a punch through mask applied to it.   This tool allows the artists to see in the editor what will get punched through in the game.&lt;br /&gt;
* Visualize Collision Objects - Turning on the visualize collision toggle will display all collision shapes in green/red wireframes. The green-red tinting is provided to make it easier to distinguish multiple objects from one another.&lt;br /&gt;
* Continuous Refresh Toggle - When the continuous refresh toggle is activated, the viewport will constantly redraw whenever it has free CPU time.  This is useful for visualizing VFX and another animated models.&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.&lt;br /&gt;
&lt;br /&gt;
Trees are added using the &amp;quot;scatter object&amp;quot; mode ([[Image:IconScatterObject.png]]).&lt;br /&gt;
&lt;br /&gt;
See [[model]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Trees, grass, and shrubberies ==&lt;br /&gt;
&lt;br /&gt;
Trees, grass and shrubberies are handled somewhat differently from other models. They are created using a program called SpeedTree that includes information allowing them to respond to the wind. To place trees on a level, you first need to add that tree type's tree controller:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor insert tree controller.png]]&lt;br /&gt;
&lt;br /&gt;
Once this is done you can use the scatter object tool ([[Image:IconScatterObject.png]]) to place specific examples of the vegetation you've added controllers for.&lt;br /&gt;
&lt;br /&gt;
See [[Vegetation]] for a gallery of the vegetation types included with the core resources.&lt;br /&gt;
&lt;br /&gt;
===Scatter Object Tool ===&lt;br /&gt;
The scatter object system allows the artist to place down both trees (and grass) and instanced models.  An example of an instanced model would be some rocks scattered around on the ground.  Objects that are scattered across the terrain level will be placed randomly inside the brush, and will also randomly fluctuate in size and orientation as well.&lt;br /&gt;
&lt;br /&gt;
The Scatter object tool allows the artist to paint scatter object on the terrain.  These scatter objects cannot be selected individually, but can only be added or removed with this tool.  Left clicking adds scatter objects within the brush, right clicking removes them.   &lt;br /&gt;
&lt;br /&gt;
*Fill Rate:  This is the rate at which the objects are scattered inside the brush.&lt;br /&gt;
*Radius:  This is the radius of the brush that adds/removes scatter objects.&lt;br /&gt;
&lt;br /&gt;
When the artist is painting scatter objects, he/she gets a palette, or Scatter Object Selection, from which to select which scatter object to paint.  Currently there are 2 tabs, one for trees and the other for instanced models.&lt;br /&gt;
 &lt;br /&gt;
The artist can add items to this list by right clicking on the Terrain World and selecting Insert, and then choosing either new Tree Scatter Object or new Model Scatter object.  In each case the artist will be able to browse a list of available resources.&lt;br /&gt;
 &lt;br /&gt;
*Ignore Density Setting:  This allows the artist to ignore the density setting and paint scatter objects in much the same way as one would use a can of spraypaint.&lt;br /&gt;
*Maximum Density:  This allows the artist to specify the maximum density of scatter objects in the brush radius, and the brush will only paint up to this maximum.&lt;br /&gt;
*Maximum Scale:  This caps the maximum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Minimum Scale:  This caps the minimum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Number of Painted Object:  Lists the current number of this type of object that has been painted in the level (un-editable).&lt;br /&gt;
*Orient On Terrain Surface:  When this is set to true, the objects will orient themselves according to the orientation of the terrain on which they are placed.  For instance if you put a rock on the side of a hill, it will still appear “flat” to the ground. NOTE: Currently this does not work for trees or grass, they will always be complete vertical.&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
&lt;br /&gt;
There are many different types of [[lighting]] and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting]] for more detail.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding is generated by clicking the toolbar button [[Image:IconGeneratePathfinding.png]]. The pathfinding process lays down a grid of points that are marked &amp;quot;accessable&amp;quot; if they can be reached from a pathfinding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
In the case of exterior areas, you must select an exportable area before it will generate it, the error message will reflect this.&lt;br /&gt;
&lt;br /&gt;
To see the existing pathfinding grid, click on the [[Image:IconDisplayPathfinding.png]] toolbar button or select &amp;quot;Pathfinding nodes&amp;quot; under the &amp;quot;View&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Passable&amp;quot; or &amp;quot;impassable&amp;quot; depends on a variety of factors such as the slope of the land, obstructions, or water depth. Accessibility Start points are represented by a blue ring with a red arrow. Note that these are different from [[waypoint]]s, and are only used by the level editor for pathfinding purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor pathfinding start spot.png]]&lt;br /&gt;
&lt;br /&gt;
Models will often contain collision volumes that will automatically make the places they're located impassible. Likewise, you can set a certain depth of water as being impassible and pathfinding will take this into account. &lt;br /&gt;
&lt;br /&gt;
In order to get pathfinding to work, you must generate your starting point AFTER you create the exportable area, and use the name that is automatically generated for the starting point. DO NOT change the name of the starting point otherwise pathfinding will fail.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Collision ===&lt;br /&gt;
You will need to block off terrain using the Terrain Block tools [[File:terrainBlockButtons.png]].  The first button toggles the display of the terrain blocks, the second button enables you to place terrain blocks, and the third snaps existing blocks to terrain verticies.  Left-clicking will start a new block, with additional left-clicks chaining the blocks together.  Right-clicking will end the current chain.  In addition, right-clicking on an existing block will delete it.&lt;br /&gt;
&lt;br /&gt;
An example of a terrain block chain showing the path finding&lt;br /&gt;
[[File:terrainBlockExample.png]]&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
To insert a wind object, right click on the terrain, and choose Insert &amp;gt; New Wind Object.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor wind object.png]]&lt;br /&gt;
&lt;br /&gt;
For other weather effects, see [[Weather]].&lt;br /&gt;
&lt;br /&gt;
== Black boxes ==&lt;br /&gt;
&lt;br /&gt;
When creating an indoor layout you'll need to manually insert &amp;quot;black box&amp;quot; objects on the outer sides of the layout's walls. This allows the player to see through the walls when the camera is outside them, and obscures any parts of models that protrude out where the player shouldn't be able to see them.&lt;br /&gt;
&lt;br /&gt;
== Exportable area ==&lt;br /&gt;
&lt;br /&gt;
A layout requires at least one exportable area. This is the area that the player will be able to operate in and percieve when the layout is exported for use in the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to have a large level with several different exportable areas. The player will have to go through an area transition to travel between exportable areas, just as if they were separate layouts entirely, but by combining them into one level in the level editor it becomes easier to maintain consistency between them. This is particularly useful in layouts where a player in one exportable area can see into the other exportable area but not reach it directly.&lt;br /&gt;
&lt;br /&gt;
The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
*Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
*A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
&lt;br /&gt;
So for example the layout &amp;quot;ost101d&amp;quot; is a layout in the Ostagar region with a daytime ambience.&lt;br /&gt;
&lt;br /&gt;
Once you have done this you can convert your level into an area by clicking on Do All Local Posts.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Room)===&lt;br /&gt;
The area is created by default whenever a new level file is created.  Its default layout name is “&amp;lt;name of exported…” which must be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
There is no provision for creating multiple areas inside a room based level file.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Terrain)===&lt;br /&gt;
It is possible to have multiple exportable areas in each outdoor level file.  These can be created and their properties edited much like any other object in the editor.  If you have an exportable area already, you can select it via the drop down menu shown below.  &lt;br /&gt;
 &lt;br /&gt;
If you want to create or remove an exportable area, use the plus/minus buttons.   New areas automatically get an invalid layout name called “&amp;lt;name of exported…”  This needs to be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
&lt;br /&gt;
The GREEN box is the area the characters will be able to walk in, so make sure you drag it to cover the entire space you want to be walkable. If you place the green square in one of the corners and then drag diagonally you should be able to expand the box.&lt;br /&gt;
&lt;br /&gt;
    * The yellow box is the high level of detail, non-playable border (referred to as the Border).&lt;br /&gt;
&lt;br /&gt;
    * The red box is is the low level of detail, non-playable border (referred to as the Vista Border).&lt;br /&gt;
&lt;br /&gt;
These are used for giving depth/backgrounds to your areas. For example the mountains that surround Ostagar or the castle at Redcliffe.&lt;br /&gt;
 &lt;br /&gt;
After a new layout entry has been created, you can edit it by clicking on the properties button with the desired area selected in the dropdown.&lt;br /&gt;
&lt;br /&gt;
=== Exportable area properties ===&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Area ID|This is the ID of the area, this never needs to be changed.}}&lt;br /&gt;
{{inspector row|Cutoff Height|}}&lt;br /&gt;
{{inspector row|Cutoff System Enabled|}}&lt;br /&gt;
{{inspector row|Layout Name|This is the name which will be given to the layout on export, this name should never be longer than 7 characters, and if it is it will be truncated so that it is.  This is due to the long names our lightmap files receive, and out 32 character limit.}}&lt;br /&gt;
{{inspector row|Name|This is the name that shows up in the drop-down list.}}&lt;br /&gt;
{{inspector row|Start Point Name|Artist can specify the name of a startpoint that he/she wants the character to start at when previewing this level in the game.  They show up in the hierarchy tree, and can be created using the Start Point Tool.}}&lt;br /&gt;
{{inspector section|Atmosphere}}&lt;br /&gt;
{{inspector row|Atmo-Sun Color|RGB color values for the sun. Usually white.}}&lt;br /&gt;
{{inspector row|Atmo-Sun Intensity|Sun power. Multiplies the extintion and In-scattering terms.}}&lt;br /&gt;
{{inspector row|Atmosphere Alpha|}}&lt;br /&gt;
{{inspector row|Distance Multiplier|Modulates the distance at which the fog effect is applied.}}&lt;br /&gt;
{{inspector row|Earth Reflectance|Specifies the amount of natural color to allow objects to emit.}}&lt;br /&gt;
{{inspector row|Mie Multiplier|Modulates the Mie scattering term.}}&lt;br /&gt;
{{inspector row|Moon Alpha|}}&lt;br /&gt;
{{inspector row|Moon Rotation|}}&lt;br /&gt;
{{inspector row|Moon Scale|}}&lt;br /&gt;
{{inspector row|Rayleigh Multiplier|Modulates the rayleigh term.}}&lt;br /&gt;
{{inspector row|Skydome Model|This is the model to use for the skydome.  The resource list that appears when you click here is filtered for models beginning is “sb_”.}}&lt;br /&gt;
{{inspector row|Turbidity|Turbidity factor for the Mie term.}}&lt;br /&gt;
{{inspector section|Atmosphere Cloud}}&lt;br /&gt;
{{inspector row|Color|The cloud layer uses this color.}}&lt;br /&gt;
{{inspector row|Density|Lower values make an overcast sky.  Higher values give a scattered cloud layer.}}&lt;br /&gt;
{{inspector row|Depth|The depth value simulates thickness in the clouds.  The lower the value, the darker and more opaque the base is.  Higher values simulate more light passing through the cloud layer.}}&lt;br /&gt;
{{inspector row|Range1|First UV offset into the noise texture.}}&lt;br /&gt;
{{inspector row|Range2|Second UV offset range into the noise texture.}}&lt;br /&gt;
{{inspector row|Sharpness|:  This is a floating point number between 0 and 1, with 0 being no fog and one being a full white out so to speak.}}&lt;br /&gt;
{{inspector section|Atmosphere Fog}}&lt;br /&gt;
{{inspector row|Fog Cap|}}&lt;br /&gt;
{{inspector row|Fog Intensity|The intensity at the far plane.}}&lt;br /&gt;
{{inspector row|Fog Max Color|The color at maximum distance.}}&lt;br /&gt;
{{inspector row|Tactical Fog Multiplier|}}&lt;br /&gt;
{{inspector row|Use Separate Water Fog|}}&lt;br /&gt;
{{inspector row|Vertical Fog Zenith|}}&lt;br /&gt;
{{inspector row|Water Fog Cap|}}&lt;br /&gt;
{{inspector row|Water Fog Intensity|}}&lt;br /&gt;
{{inspector section|Buffer Effect 1, 2 and 3}}&lt;br /&gt;
{{inspector row||The properties available will depend on the specific buffer effect selected.}}&lt;br /&gt;
{{inspector section|Layout Sunlight}}&lt;br /&gt;
{{inspector row|Char. Sunlight Can Be Occluded|}}&lt;br /&gt;
{{inspector row|Character Color|}}&lt;br /&gt;
{{inspector row|Character Color Multiplier|}}&lt;br /&gt;
{{inspector row|Color|This is the color of the sunlight for the layout.}}&lt;br /&gt;
{{inspector row|Color Multiplier|This is the strength of the sunlight.}}&lt;br /&gt;
{{inspector row|Direction|This is the direction of the sunlight.  It can be typed in manually (a Vector in 3d space), or it can be specified by clicking on the “Set Sunlight” button on the right.  Pressing this pops up an icon that shows both the direction of the sunlight and its color.  Use the mouse to change it.}}&lt;br /&gt;
{{inspector row|Enabled|When this is set to true sunlight is enabled, false it is not.  }}&lt;br /&gt;
{{inspector row|Soft Shadow Light Angle|}}&lt;br /&gt;
{{inspector row|Soft Shadow Num Samples|}}&lt;br /&gt;
{{inspector section|Mini Map}}&lt;br /&gt;
{{inspector row|Mini Map Position X|}}&lt;br /&gt;
{{inspector row|Mini Map Position Y|}}&lt;br /&gt;
{{inspector row|Mini Map Size X|}}&lt;br /&gt;
{{inspector row|Mini Map Size Y|}}&lt;br /&gt;
{{inspector section|Model Low-LOD Lightmap}}&lt;br /&gt;
{{inspector row|Downsample Factor|For low-LOD models, this downsample factor is applied to the size of the original lightmap setting.  Texture-size = 1/DSF * original.  The result is clamped to the nearest pow-2.  Note that good values are 1,2,4,8,16 etc.}}&lt;br /&gt;
{{inspector row|Max Size|After downsampling is applied, the texture size is checked against the maximum clamp size.}}&lt;br /&gt;
{{inspector section|Pathfinding}}&lt;br /&gt;
{{inspector row|Character Height|This specifies the average height of a humanoid for the pathfinding info generation.  It is specifically used to generate the bounding volume for a creature for the pathing tests.}}&lt;br /&gt;
{{inspector row|Clearance|This is currently not being used.}}&lt;br /&gt;
{{inspector row|Grid Separation|This is the separation between pathing test points, in the x and y direction.  In the default case there would be a pathing point every 0.5 meters.}}&lt;br /&gt;
{{inspector section|Terrain Setup}}&lt;br /&gt;
{{inspector row|Border Cell Width|This is the number of chunks that will appear in the boundary around the playable area.  In order to specify the playable area, use the “define Area” button.}}&lt;br /&gt;
{{inspector row|Cell Position X|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Y|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Z|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Size X|This is the width of the exportable area, in chunks.}}&lt;br /&gt;
{{inspector row|Cell Size Y|This is the length of the exportable area, in chunks}}&lt;br /&gt;
{{inspector row|Cell Size Z|This is the height of the exportable area.  Currently there is only 1 height possible, 1.  This will not change for DA.}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size|This is the size of the lightmap texture for the terrain chunks.  In this case 64 means the texture will be 64x64, which for a chunk size of 64m x 64m will be one texel of lightmap per meter (which is pretty low).}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size (Vista)|This is the size of the lightmap texture for a vista chunk, outside the playable area and the border.  Again 16 means the texture will be 16x16.}}&lt;br /&gt;
{{inspector row|Subdivide Chunks By|}}&lt;br /&gt;
{{inspector row|Vista Cell Width|This is the number of chunks that will appear outside the border cells.  Anything inside the vista area will not be exported at high LOD.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
== Water tools ==&lt;br /&gt;
&lt;br /&gt;
See [[Water]] for detailed documentation on placing water in the level editor.&lt;br /&gt;
&lt;br /&gt;
== Room visibility and connectivity==&lt;br /&gt;
&lt;br /&gt;
Interior based levels have explicit connections between rooms, unlike exteriors where there is an implicit connection between two neighboring chunks.  For this reason the connectivity must be set up by the artists.  This should be done through planning and iteration as it will affect the streaming and performance of the level in the game.  &lt;br /&gt;
 &lt;br /&gt;
If you select a room, you will see that that room appears highlighted in red.  The Room Properties window can be brought up by pressing the Room Properties button. This behavior can be disabled by unchecking the Highlight visible rooms checkbox.  All of the rooms that are visible to this room show up in green.  You will see the list of these rooms show up in the Visible Rooms list in the picture above.  &lt;br /&gt;
&lt;br /&gt;
The ideal way to generate this visibility information is to press the button called “Generate Visibility Graph”.  This will take a little bit of time, so sit back after you press it and be patient.  What it does is take a render of each room in the level and generate a list of all rooms that can be seen from it. &lt;br /&gt;
&lt;br /&gt;
NOTE: You must have generated pathfinding data for the level before you generate the visibility info, as it uses the pathing points in this process.&lt;br /&gt;
&lt;br /&gt;
Of course this can be tweaked manually afterwards using the add and remove buttons.  However if you ever press the Generate button again it will wipe out all manual changes.&lt;br /&gt;
&lt;br /&gt;
The visibility system is used for streaming as well as the fog of war system, and determining what rooms are visible to the player depending on his/her current room.  There is one other factor however to this, the connectivity system, which is detailed next.&lt;br /&gt;
&lt;br /&gt;
The Room Connectivity System is necessary because there are things that can block visibility from one room to another.  For instance if I’m looking up a hallway and I can see 3 rooms in the distance, but then I close the door in front of me, the game needs a way to know that those rooms are now invisible.  This is where this system comes in.&lt;br /&gt;
&lt;br /&gt;
The room connectivity system can be visualized by the other checkbox under the Connected Rooms list in the Rooms properties window.&lt;br /&gt;
 &lt;br /&gt;
Notice that the rooms connected to the current room show up in brown.  This is a reminder that you are looking at connectivity and not visibility.  As you can see only the rooms that are DIRECTLY connected to the selected room should be in this list.  This has to built up manually, by clicking add and then clicking on the rooms that are connected to it.   The add button in this case is more of a node, click it, then click the rooms you want to add, then you have to click it again to turn it off.  This was done to make adding all the rooms faster.&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Function&lt;br /&gt;
|-&lt;br /&gt;
| R || Standard Selection&lt;br /&gt;
|-&lt;br /&gt;
| Q || 3D Axis Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| E || Rotation Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| T || Local Coordinates (Toggle)&lt;br /&gt;
|-&lt;br /&gt;
! Key || Camera Functions&lt;br /&gt;
|-&lt;br /&gt;
| W || Camera Forward / In&lt;br /&gt;
|-&lt;br /&gt;
| S || Camera Back / Out&lt;br /&gt;
|-&lt;br /&gt;
| A || Camera Pan Left&lt;br /&gt;
|-&lt;br /&gt;
| D || Camera Pan Right&lt;br /&gt;
|-&lt;br /&gt;
! Key || Brush Size&lt;br /&gt;
|-&lt;br /&gt;
| - || Decrease Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
| = || Increase Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
! Key || Editing&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-X || Cut Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-C || Copy Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-V || Paste Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Z || Undo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Y || Redo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-A || Select All&lt;br /&gt;
|-&lt;br /&gt;
! Key || General&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-S || Save Map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-O || Open Map&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Refresh Screen&lt;br /&gt;
|-&lt;br /&gt;
| Del || Delete Selected Object&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Numpad) || Camera Reset/Home (Looks at bottom right corner of map)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-H || Hide Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-/ (Numpad) || UnHides Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-* || UnHides all hidden objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-\ || Invert Selection &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Groups are your friend.&lt;br /&gt;
&lt;br /&gt;
Selecting a group will select all models inside that group folder.&lt;br /&gt;
This allows you to move several objects at the same time as well as apply other settings to that entire group.&lt;br /&gt;
&lt;br /&gt;
This also makes placing several grouped objects like torches with flame and lights very quick and easy.&lt;br /&gt;
For example, Setting several candles with flame effects would take a lot of time to place each candle stick individually, and then placing the flame effect exactly on top of the candle for each. By using group folders you only need to set this up once. To place more candles simply select the group folder, Ctrl+C to copy, select its parent group, or other place you want to put the next candle and Ctrl+V to past the new group. Then simply drag it to where you want it.&lt;br /&gt;
&lt;br /&gt;
[[File:Tip_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
&lt;br /&gt;
In addition, the Selection Lock and Visible properties of objects can be useful when trying to manipulate objects when larger objects obscure or get in the way of the desired selection. This is especially handy with water meshes.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9408</id>
		<title>Level editor</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=9408"/>
				<updated>2010-01-10T17:24:50Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Changing the order to make it more intuitive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
The level editor is used to generate the level layouts that are the basis for creating [[area]]s. A level layout is a non-interactive resource; the objects placed within it serve only to provide the physical structure and appearance of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead.&lt;br /&gt;
&lt;br /&gt;
Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: &amp;quot;flycam&amp;quot; mode ([[Image:IconFlycamStyle.png]] button in the toolbar) and 3DS Max mode ([[Image:Icon3DSMaxStyle.png]] button). NWN style is not currently supported.  (Use a combination of the mouse wheel + Ctrl or/and Alt (dependant on camera mode) to control the camera.  In either mode Numpad 5 will reset the camera.)&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
*Sector:  A sector is a square of geometry and is currently exported to the game as a “Chunk”.  For all intents and purposes, we can consider a sector and a chunk to cover the same area.   The different term is kept to distinguish between source (sector) and output (chunk).  Sectors are always square.&lt;br /&gt;
*Chunk:  A Chunk is the game-side basic building blocks of Terrain based levels.  Each Chunk is self-contained, has its own levels of Detail (LOD), RIMs, model lists, tree lists, etc.  It is what is streamed in and out during gameplay.&lt;br /&gt;
*Base Resolution:  This is the starting resolution of each cell, and can be specified in the wizard.&lt;br /&gt;
*Cell:  A cell is the basic building block of the terrain geometry.  Each cell starts off at the base resolution as a square and is made up of 2 polygons.&lt;br /&gt;
*Blend Mask:  The blend mask is the mask that is used to paint textures on the terrain. It is a blend16 algorithm, where it blends the highest 4 texture values (out of a possible 16) on each texel to come up with a texture mapped terrain.&lt;br /&gt;
*Texture Palette:  The texture palette is essentially a list of textures, one after the other.  When an artist wants to use a texture to paint on the terrain he/she would add a texture to this palette.&lt;br /&gt;
*Blend Texel:  These are the building blocks that make up the blend Mask. Each texel is comprised of 4 sets values and each value set is essentially a percentage of how much of that texture on the palette shows up, and a mapping of where it maps onto the mask.&lt;br /&gt;
*Tessellation:  Tessellation is the breaking up of a cell into more resolution of polygons.  For each tessellation level it breaks up each polygon into 4 equal parts.  &lt;br /&gt;
&lt;br /&gt;
== Interior and exterior levels ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of levels; interior and exterior. Many features of these two level types are the same and level editor documentation will generally be applicable to both types unless specifically noted. Their key difference is that exterior levels have a terrain mesh (the &amp;quot;ground&amp;quot;) and interior levels don't. Note however that there's no reason why you couldn't use one level type to &amp;quot;fake&amp;quot; the other - for example you could create a an entirely underground cave using an &amp;quot;exterior&amp;quot; level with the terrain mesh as the cave's floor.&lt;br /&gt;
&lt;br /&gt;
== Creating a new level ==&lt;br /&gt;
To start the creation of a new level, choose to make a new level through the File menu or by right clicking on the palette. This will present you with a wizard that will set up several basic attributes. Note that some of these attributes can't be changed once the level has been created.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard start.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
The first choice is whether to have a terrain mesh (the &amp;quot;ground&amp;quot;) or not. A Room-based level uses a user-specified visibility graph that connects disjoint rooms together, useful for interiors and dungeon like areas.  Rooms are constructed using only existing models created in 3dsmax or another modeling package.  In comparison, the Terrain-based level is expansive, with no direct manipulation of what is visible from certain locations.  It also contains a terrain mesh that can be manipulated in the editor.  Models placement on top of this terrain mesh is similar to the Room-based levels.&lt;br /&gt;
&lt;br /&gt;
If you choose to have a room-based level you'll have to place chunks of floor, walls, and ceiling to enclose the player on all sides. Room-based levels have no further attributes that need to be configured during new level creation, so if you select &amp;quot;room-based&amp;quot; you'll be taken straight to the level editor from here.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain basic.png|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
If you choose terrain-based, you'll be asked to define some attributes for the terrain mesh. By default you're shown the basic set of attributes:&lt;br /&gt;
*Terrain mesh dimensions, in meters. Note that 64 by 64 is about the minimum that can produce a serviceable level, and that 256 by 256 is the maximum before one starts risking bad performance - though levels can be made larger than this if one takes care.&lt;br /&gt;
*Base mesh resolution - determines the size of the individual triangles that make up the terrain mesh. The default has 2 meter triangles. Note however that you'll be able to manipulate the terrain at a much higher resolution than this by using the tessellation tool; each tessellation level splits the previous level's triangles up into four smaller triangles.&lt;br /&gt;
*Chunk size - chunks are the basic simulation unit used by the engine. The default 32m is a good chunk size. You'll probably not want to reduce it smaller since you can't have the terrain mesh overhang from one chunk into another; smaller chunks could place limits on the sorts of terrain warping you'll be able to do later.&lt;br /&gt;
*Create a default water plane - Creating additional water planes later on is quick and easy, but this option provides a pre-made one by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor level creation wizard terrain advanced.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
If you click the &amp;quot;advanced&amp;quot; button you'll be provided with a different presentation of the level's dimensions. Instead of defining its dimensions directly you can set how big chunks are and how many chunks there are in each dimension, defining the level's overall dimensions implicitly.&lt;br /&gt;
&lt;br /&gt;
There's one important attribute that can only be set in the advanced pane; the texel map's resolution. A texel is a &amp;quot;texture element&amp;quot;, a sort of high-level pixel equivalent that defines a texture instead of just a single uniform colour. The terrain is &amp;quot;painted&amp;quot; with texels, described later.&lt;br /&gt;
&lt;br /&gt;
*Cells Per Sector:  This is the number of cells per side of a sector, for example if there are 8 cells per sector, then each sector will have 8x8 cells.&lt;br /&gt;
*Base Cell Resolution:  This is the length of a single side of a cell in meters.  For instance, 8m means that each cell is 8m x 8m.&lt;br /&gt;
*Blend Texel Size:  This is the length on a single side of a Blend Texel.  For instance 100.00cm means that each Blend Texel is 100cm x 100cm (1m x 1m).  This is essentially the resolution at which you can paint.  It makes sense to set this to something large, which is a good default for the whole level.  An artist can set this on a sector by sector basis, later on, in the areas where he/she needs more detail.  &lt;br /&gt;
*Sector Size:  This is the length of  a single side of a sector and is reached by multiplying the cells per sector by the base cell resolution (un-editable).&lt;br /&gt;
*BlendPageSize:  This is the size of the Blend Mask for a Sector/Chunk, and is reached by dividing the sector size by the blend texel size.  For instance 64 means the blend mask image for this sector will be 64 x 64.   Due to graphics hardware limitations, the actual exported texture may be scaled to a power-2 texture.&lt;br /&gt;
* # Cells:  This allows the artist to specify the length and width of the terrain level by specifying the number of cells on each side.&lt;br /&gt;
*Area Size:  This is the length and width of the terrain level in meters, and is reached by multiplying the number of cells by the base cell resolution (un-editable).&lt;br /&gt;
* # Sectors:  This is the number of sectors/chunks in the terrain world, and is reached by dividing the number of cells by the cells per sector (un-editable).&lt;br /&gt;
* Tessellation Level:  This is simply to allow the artists to see what resolution they can reach at a given tessellation level, it has no lasting effect on the level.  Set this to 4 (max) to see what resolution the artist can reach given the above settings.&lt;br /&gt;
* Max. Resolution:  This is the maximum poly resolution that the artist can reach given the tessellation level set in the Tessellation field to the left (un-editable).&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
See sections below for detailed information on level editor specific toolbar buttons.&lt;br /&gt;
&lt;br /&gt;
== Terrain mesh ==&lt;br /&gt;
&lt;br /&gt;
The [[terrain mesh]] is a deformable surface used in exterior levels to provide a &amp;quot;ground&amp;quot;. This toolbar contains the tools that deals with the terrain mesh:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar terrain editing.png]]&lt;br /&gt;
&lt;br /&gt;
Each of these buttons brings up a &amp;quot;brush&amp;quot; that's used for various tasks. See [[Terrain mesh]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.&lt;br /&gt;
&lt;br /&gt;
Trees are added using the &amp;quot;scatter object&amp;quot; mode ([[Image:IconScatterObject.png]]).&lt;br /&gt;
&lt;br /&gt;
See [[model]] for more details.&lt;br /&gt;
&lt;br /&gt;
== Other tools ==&lt;br /&gt;
* Chunk boundary visualization - The chunk visualization tool is a button that will highlight where all the chunk/sector boundaries are, allowing the artist to plan the level accordingly.  As you can see, it also highlights the models that fall into a colored chunk so that you can see which chunk these will fall into on export.&lt;br /&gt;
* Highlight impassible terrain - The game imposes limits on the slope of a walkable surface.  Toggling this viewport button will display red highlights on the terrain wherever this limit is exceeded.&lt;br /&gt;
* Fade Cutaway Toggle - Cutoff, or 2 meter cutoff as it is called, is where we cut off the tops of models in interiors when we go into tactical camera mode, or overhead camera.  This way we can still see the players.  The cutoff tool allows the artists to visually see from the editor what will get removed when going into the tactical camera.&lt;br /&gt;
* Fade Punchthrough Toggle - Punch through is a system that allows the artists to put a flag on a model to say that it will get “punch through”.  What this means is that when the game user is in tactical (overhead) camera mode, any model that is between the main character and the camera will get a punch through mask applied to it.   This tool allows the artists to see in the editor what will get punched through in the game.&lt;br /&gt;
* Visualize Collision Objects - Turning on the visualize collision toggle will display all collision shapes in green/red wireframes. The green-red tinting is provided to make it easier to distinguish multiple objects from one another.&lt;br /&gt;
* Continuous Refresh Toggle - When the continuous refresh toggle is activated, the viewport will constantly redraw whenever it has free CPU time.  This is useful for visualizing VFX and another animated models.&lt;br /&gt;
&lt;br /&gt;
== Trees, grass, and shrubberies ==&lt;br /&gt;
&lt;br /&gt;
Trees, grass and shrubberies are handled somewhat differently from other models. They are created using a program called SpeedTree that includes information allowing them to respond to the wind. To place trees on a level, you first need to add that tree type's tree controller:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor insert tree controller.png]]&lt;br /&gt;
&lt;br /&gt;
Once this is done you can use the scatter object tool ([[Image:IconScatterObject.png]]) to place specific examples of the vegetation you've added controllers for.&lt;br /&gt;
&lt;br /&gt;
See [[Vegetation]] for a gallery of the vegetation types included with the core resources.&lt;br /&gt;
&lt;br /&gt;
===Scatter Object Tool ===&lt;br /&gt;
The scatter object system allows the artist to place down both trees (and grass) and instanced models.  An example of an instanced model would be some rocks scattered around on the ground.  Objects that are scattered across the terrain level will be placed randomly inside the brush, and will also randomly fluctuate in size and orientation as well.&lt;br /&gt;
&lt;br /&gt;
The Scatter object tool allows the artist to paint scatter object on the terrain.  These scatter objects cannot be selected individually, but can only be added or removed with this tool.  Left clicking adds scatter objects within the brush, right clicking removes them.   &lt;br /&gt;
&lt;br /&gt;
*Fill Rate:  This is the rate at which the objects are scattered inside the brush.&lt;br /&gt;
*Radius:  This is the radius of the brush that adds/removes scatter objects.&lt;br /&gt;
&lt;br /&gt;
When the artist is painting scatter objects, he/she gets a palette, or Scatter Object Selection, from which to select which scatter object to paint.  Currently there are 2 tabs, one for trees and the other for instanced models.&lt;br /&gt;
 &lt;br /&gt;
The artist can add items to this list by right clicking on the Terrain World and selecting Insert, and then choosing either new Tree Scatter Object or new Model Scatter object.  In each case the artist will be able to browse a list of available resources.&lt;br /&gt;
 &lt;br /&gt;
*Ignore Density Setting:  This allows the artist to ignore the density setting and paint scatter objects in much the same way as one would use a can of spraypaint.&lt;br /&gt;
*Maximum Density:  This allows the artist to specify the maximum density of scatter objects in the brush radius, and the brush will only paint up to this maximum.&lt;br /&gt;
*Maximum Scale:  This caps the maximum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Minimum Scale:  This caps the minimum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Number of Painted Object:  Lists the current number of this type of object that has been painted in the level (un-editable).&lt;br /&gt;
*Orient On Terrain Surface:  When this is set to true, the objects will orient themselves according to the orientation of the terrain on which they are placed.  For instance if you put a rock on the side of a hill, it will still appear “flat” to the ground. NOTE: Currently this does not work for trees or grass, they will always be complete vertical.&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
&lt;br /&gt;
There are many different types of [[lighting]] and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting]] for more detail.&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding is generated by clicking the toolbar button [[Image:IconGeneratePathfinding.png]]. The pathfinding process lays down a grid of points that are marked &amp;quot;accessable&amp;quot; if they can be reached from a pathfinding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
In the case of exterior areas, you must select an exportable area before it will generate it, the error message will reflect this.&lt;br /&gt;
&lt;br /&gt;
To see the existing pathfinding grid, click on the [[Image:IconDisplayPathfinding.png]] toolbar button or select &amp;quot;Pathfinding nodes&amp;quot; under the &amp;quot;View&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Passable&amp;quot; or &amp;quot;impassable&amp;quot; depends on a variety of factors such as the slope of the land, obstructions, or water depth. Accessibility Start points are represented by a blue ring with a red arrow. Note that these are different from [[waypoint]]s, and are only used by the level editor for pathfinding purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor pathfinding start spot.png]]&lt;br /&gt;
&lt;br /&gt;
Models will often contain collision volumes that will automatically make the places they're located impassible. Likewise, you can set a certain depth of water as being impassible and pathfinding will take this into account. &lt;br /&gt;
&lt;br /&gt;
In order to get pathfinding to work, you must generate your starting point AFTER you create the exportable area, and use the name that is automatically generated for the starting point. DO NOT change the name of the starting point otherwise pathfinding will fail.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Collision ===&lt;br /&gt;
You will need to block off terrain using the Terrain Block tools [[File:terrainBlockButtons.png]].  The first button toggles the display of the terrain blocks, the second button enables you to place terrain blocks, and the third snaps existing blocks to terrain verticies.  Left-clicking will start a new block, with additional left-clicks chaining the blocks together.  Right-clicking will end the current chain.  In addition, right-clicking on an existing block will delete it.&lt;br /&gt;
&lt;br /&gt;
An example of a terrain block chain showing the path finding&lt;br /&gt;
[[File:terrainBlockExample.png]]&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
To insert a wind object, right click on the terrain, and choose Insert &amp;gt; New Wind Object.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor wind object.png]]&lt;br /&gt;
&lt;br /&gt;
For other weather effects, see [[Weather]].&lt;br /&gt;
&lt;br /&gt;
== Black boxes ==&lt;br /&gt;
&lt;br /&gt;
When creating an indoor layout you'll need to manually insert &amp;quot;black box&amp;quot; objects on the outer sides of the layout's walls. This allows the player to see through the walls when the camera is outside them, and obscures any parts of models that protrude out where the player shouldn't be able to see them.&lt;br /&gt;
&lt;br /&gt;
== Exportable area ==&lt;br /&gt;
&lt;br /&gt;
A layout requires at least one exportable area. This is the area that the player will be able to operate in and percieve when the layout is exported for use in the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to have a large level with several different exportable areas. The player will have to go through an area transition to travel between exportable areas, just as if they were separate layouts entirely, but by combining them into one level in the level editor it becomes easier to maintain consistency between them. This is particularly useful in layouts where a player in one exportable area can see into the other exportable area but not reach it directly.&lt;br /&gt;
&lt;br /&gt;
The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
*Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
*A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
&lt;br /&gt;
So for example the layout &amp;quot;ost101d&amp;quot; is a layout in the Ostagar region with a daytime ambience.&lt;br /&gt;
&lt;br /&gt;
Once you have done this you can convert your level into an area by clicking on Do All Local Posts.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Room)===&lt;br /&gt;
The area is created by default whenever a new level file is created.  Its default layout name is “&amp;lt;name of exported…” which must be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
There is no provision for creating multiple areas inside a room based level file.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Terrain)===&lt;br /&gt;
It is possible to have multiple exportable areas in each outdoor level file.  These can be created and their properties edited much like any other object in the editor.  If you have an exportable area already, you can select it via the drop down menu shown below.  &lt;br /&gt;
 &lt;br /&gt;
If you want to create or remove an exportable area, use the plus/minus buttons.   New areas automatically get an invalid layout name called “&amp;lt;name of exported…”  This needs to be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
&lt;br /&gt;
The GREEN box is the area the characters will be able to walk in, so make sure you drag it to cover the entire space you want to be walkable. If you place the green square in one of the corners and then drag diagonally you should be able to expand the box.&lt;br /&gt;
&lt;br /&gt;
    * The yellow box is the high level of detail, non-playable border (referred to as the Border).&lt;br /&gt;
&lt;br /&gt;
    * The red box is is the low level of detail, non-playable border (referred to as the Vista Border).&lt;br /&gt;
&lt;br /&gt;
These are used for giving depth/backgrounds to your areas. For example the mountains that surround Ostagar or the castle at Redcliffe.&lt;br /&gt;
 &lt;br /&gt;
After a new layout entry has been created, you can edit it by clicking on the properties button with the desired area selected in the dropdown.&lt;br /&gt;
&lt;br /&gt;
=== Exportable area properties ===&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Area ID|This is the ID of the area, this never needs to be changed.}}&lt;br /&gt;
{{inspector row|Cutoff Height|}}&lt;br /&gt;
{{inspector row|Cutoff System Enabled|}}&lt;br /&gt;
{{inspector row|Layout Name|This is the name which will be given to the layout on export, this name should never be longer than 7 characters, and if it is it will be truncated so that it is.  This is due to the long names our lightmap files receive, and out 32 character limit.}}&lt;br /&gt;
{{inspector row|Name|This is the name that shows up in the drop-down list.}}&lt;br /&gt;
{{inspector row|Start Point Name|Artist can specify the name of a startpoint that he/she wants the character to start at when previewing this level in the game.  They show up in the hierarchy tree, and can be created using the Start Point Tool.}}&lt;br /&gt;
{{inspector section|Atmosphere}}&lt;br /&gt;
{{inspector row|Atmo-Sun Color|RGB color values for the sun. Usually white.}}&lt;br /&gt;
{{inspector row|Atmo-Sun Intensity|Sun power. Multiplies the extintion and In-scattering terms.}}&lt;br /&gt;
{{inspector row|Atmosphere Alpha|}}&lt;br /&gt;
{{inspector row|Distance Multiplier|Modulates the distance at which the fog effect is applied.}}&lt;br /&gt;
{{inspector row|Earth Reflectance|Specifies the amount of natural color to allow objects to emit.}}&lt;br /&gt;
{{inspector row|Mie Multiplier|Modulates the Mie scattering term.}}&lt;br /&gt;
{{inspector row|Moon Alpha|}}&lt;br /&gt;
{{inspector row|Moon Rotation|}}&lt;br /&gt;
{{inspector row|Moon Scale|}}&lt;br /&gt;
{{inspector row|Rayleigh Multiplier|Modulates the rayleigh term.}}&lt;br /&gt;
{{inspector row|Skydome Model|This is the model to use for the skydome.  The resource list that appears when you click here is filtered for models beginning is “sb_”.}}&lt;br /&gt;
{{inspector row|Turbidity|Turbidity factor for the Mie term.}}&lt;br /&gt;
{{inspector section|Atmosphere Cloud}}&lt;br /&gt;
{{inspector row|Color|The cloud layer uses this color.}}&lt;br /&gt;
{{inspector row|Density|Lower values make an overcast sky.  Higher values give a scattered cloud layer.}}&lt;br /&gt;
{{inspector row|Depth|The depth value simulates thickness in the clouds.  The lower the value, the darker and more opaque the base is.  Higher values simulate more light passing through the cloud layer.}}&lt;br /&gt;
{{inspector row|Range1|First UV offset into the noise texture.}}&lt;br /&gt;
{{inspector row|Range2|Second UV offset range into the noise texture.}}&lt;br /&gt;
{{inspector row|Sharpness|:  This is a floating point number between 0 and 1, with 0 being no fog and one being a full white out so to speak.}}&lt;br /&gt;
{{inspector section|Atmosphere Fog}}&lt;br /&gt;
{{inspector row|Fog Cap|}}&lt;br /&gt;
{{inspector row|Fog Intensity|The intensity at the far plane.}}&lt;br /&gt;
{{inspector row|Fog Max Color|The color at maximum distance.}}&lt;br /&gt;
{{inspector row|Tactical Fog Multiplier|}}&lt;br /&gt;
{{inspector row|Use Separate Water Fog|}}&lt;br /&gt;
{{inspector row|Vertical Fog Zenith|}}&lt;br /&gt;
{{inspector row|Water Fog Cap|}}&lt;br /&gt;
{{inspector row|Water Fog Intensity|}}&lt;br /&gt;
{{inspector section|Buffer Effect 1, 2 and 3}}&lt;br /&gt;
{{inspector row||The properties available will depend on the specific buffer effect selected.}}&lt;br /&gt;
{{inspector section|Layout Sunlight}}&lt;br /&gt;
{{inspector row|Char. Sunlight Can Be Occluded|}}&lt;br /&gt;
{{inspector row|Character Color|}}&lt;br /&gt;
{{inspector row|Character Color Multiplier|}}&lt;br /&gt;
{{inspector row|Color|This is the color of the sunlight for the layout.}}&lt;br /&gt;
{{inspector row|Color Multiplier|This is the strength of the sunlight.}}&lt;br /&gt;
{{inspector row|Direction|This is the direction of the sunlight.  It can be typed in manually (a Vector in 3d space), or it can be specified by clicking on the “Set Sunlight” button on the right.  Pressing this pops up an icon that shows both the direction of the sunlight and its color.  Use the mouse to change it.}}&lt;br /&gt;
{{inspector row|Enabled|When this is set to true sunlight is enabled, false it is not.  }}&lt;br /&gt;
{{inspector row|Soft Shadow Light Angle|}}&lt;br /&gt;
{{inspector row|Soft Shadow Num Samples|}}&lt;br /&gt;
{{inspector section|Mini Map}}&lt;br /&gt;
{{inspector row|Mini Map Position X|}}&lt;br /&gt;
{{inspector row|Mini Map Position Y|}}&lt;br /&gt;
{{inspector row|Mini Map Size X|}}&lt;br /&gt;
{{inspector row|Mini Map Size Y|}}&lt;br /&gt;
{{inspector section|Model Low-LOD Lightmap}}&lt;br /&gt;
{{inspector row|Downsample Factor|For low-LOD models, this downsample factor is applied to the size of the original lightmap setting.  Texture-size = 1/DSF * original.  The result is clamped to the nearest pow-2.  Note that good values are 1,2,4,8,16 etc.}}&lt;br /&gt;
{{inspector row|Max Size|After downsampling is applied, the texture size is checked against the maximum clamp size.}}&lt;br /&gt;
{{inspector section|Pathfinding}}&lt;br /&gt;
{{inspector row|Character Height|This specifies the average height of a humanoid for the pathfinding info generation.  It is specifically used to generate the bounding volume for a creature for the pathing tests.}}&lt;br /&gt;
{{inspector row|Clearance|This is currently not being used.}}&lt;br /&gt;
{{inspector row|Grid Separation|This is the separation between pathing test points, in the x and y direction.  In the default case there would be a pathing point every 0.5 meters.}}&lt;br /&gt;
{{inspector section|Terrain Setup}}&lt;br /&gt;
{{inspector row|Border Cell Width|This is the number of chunks that will appear in the boundary around the playable area.  In order to specify the playable area, use the “define Area” button.}}&lt;br /&gt;
{{inspector row|Cell Position X|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Y|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Z|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Size X|This is the width of the exportable area, in chunks.}}&lt;br /&gt;
{{inspector row|Cell Size Y|This is the length of the exportable area, in chunks}}&lt;br /&gt;
{{inspector row|Cell Size Z|This is the height of the exportable area.  Currently there is only 1 height possible, 1.  This will not change for DA.}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size|This is the size of the lightmap texture for the terrain chunks.  In this case 64 means the texture will be 64x64, which for a chunk size of 64m x 64m will be one texel of lightmap per meter (which is pretty low).}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size (Vista)|This is the size of the lightmap texture for a vista chunk, outside the playable area and the border.  Again 16 means the texture will be 16x16.}}&lt;br /&gt;
{{inspector row|Subdivide Chunks By|}}&lt;br /&gt;
{{inspector row|Vista Cell Width|This is the number of chunks that will appear outside the border cells.  Anything inside the vista area will not be exported at high LOD.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
== Water tools ==&lt;br /&gt;
&lt;br /&gt;
See [[Water]] for detailed documentation on placing water in the level editor.&lt;br /&gt;
&lt;br /&gt;
== Room visibility and connectivity==&lt;br /&gt;
&lt;br /&gt;
Interior based levels have explicit connections between rooms, unlike exteriors where there is an implicit connection between two neighboring chunks.  For this reason the connectivity must be set up by the artists.  This should be done through planning and iteration as it will affect the streaming and performance of the level in the game.  &lt;br /&gt;
 &lt;br /&gt;
If you select a room, you will see that that room appears highlighted in red.  The Room Properties window can be brought up by pressing the Room Properties button. This behavior can be disabled by unchecking the Highlight visible rooms checkbox.  All of the rooms that are visible to this room show up in green.  You will see the list of these rooms show up in the Visible Rooms list in the picture above.  &lt;br /&gt;
&lt;br /&gt;
The ideal way to generate this visibility information is to press the button called “Generate Visibility Graph”.  This will take a little bit of time, so sit back after you press it and be patient.  What it does is take a render of each room in the level and generate a list of all rooms that can be seen from it. &lt;br /&gt;
&lt;br /&gt;
NOTE: You must have generated pathfinding data for the level before you generate the visibility info, as it uses the pathing points in this process.&lt;br /&gt;
&lt;br /&gt;
Of course this can be tweaked manually afterwards using the add and remove buttons.  However if you ever press the Generate button again it will wipe out all manual changes.&lt;br /&gt;
&lt;br /&gt;
The visibility system is used for streaming as well as the fog of war system, and determining what rooms are visible to the player depending on his/her current room.  There is one other factor however to this, the connectivity system, which is detailed next.&lt;br /&gt;
&lt;br /&gt;
The Room Connectivity System is necessary because there are things that can block visibility from one room to another.  For instance if I’m looking up a hallway and I can see 3 rooms in the distance, but then I close the door in front of me, the game needs a way to know that those rooms are now invisible.  This is where this system comes in.&lt;br /&gt;
&lt;br /&gt;
The room connectivity system can be visualized by the other checkbox under the Connected Rooms list in the Rooms properties window.&lt;br /&gt;
 &lt;br /&gt;
Notice that the rooms connected to the current room show up in brown.  This is a reminder that you are looking at connectivity and not visibility.  As you can see only the rooms that are DIRECTLY connected to the selected room should be in this list.  This has to built up manually, by clicking add and then clicking on the rooms that are connected to it.   The add button in this case is more of a node, click it, then click the rooms you want to add, then you have to click it again to turn it off.  This was done to make adding all the rooms faster.&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Function&lt;br /&gt;
|-&lt;br /&gt;
| R || Standard Selection&lt;br /&gt;
|-&lt;br /&gt;
| Q || 3D Axis Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| E || Rotation Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| T || Local Coordinates (Toggle)&lt;br /&gt;
|-&lt;br /&gt;
! Key || Camera Functions&lt;br /&gt;
|-&lt;br /&gt;
| W || Camera Forward / In&lt;br /&gt;
|-&lt;br /&gt;
| S || Camera Back / Out&lt;br /&gt;
|-&lt;br /&gt;
| A || Camera Pan Left&lt;br /&gt;
|-&lt;br /&gt;
| D || Camera Pan Right&lt;br /&gt;
|-&lt;br /&gt;
! Key || Brush Size&lt;br /&gt;
|-&lt;br /&gt;
| - || Decrease Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
| = || Increase Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
! Key || Editing&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-X || Cut Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-C || Copy Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-V || Paste Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Z || Undo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Y || Redo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-A || Select All&lt;br /&gt;
|-&lt;br /&gt;
! Key || General&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-S || Save Map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-O || Open Map&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Refresh Screen&lt;br /&gt;
|-&lt;br /&gt;
| Del || Delete Selected Object&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Numpad) || Camera Reset/Home (Looks at bottom right corner of map)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-H || Hide Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-/ (Numpad) || UnHides Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-* || UnHides all hidden objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-\ || Invert Selection &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Groups are your friend.&lt;br /&gt;
&lt;br /&gt;
Selecting a group will select all models inside that group folder.&lt;br /&gt;
This allows you to move several objects at the same time as well as apply other settings to that entire group.&lt;br /&gt;
&lt;br /&gt;
This also makes placing several grouped objects like torches with flame and lights very quick and easy.&lt;br /&gt;
For example, Setting several candles with flame effects would take a lot of time to place each candle stick individually, and then placing the flame effect exactly on top of the candle for each. By using group folders you only need to set this up once. To place more candles simply select the group folder, Ctrl+C to copy, select its parent group, or other place you want to put the next candle and Ctrl+V to past the new group. Then simply drag it to where you want it.&lt;br /&gt;
&lt;br /&gt;
[[File:Tip_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
&lt;br /&gt;
In addition, the Selection Lock and Visible properties of objects can be useful when trying to manipulate objects when larger objects obscure or get in the way of the desired selection. This is especially handy with water meshes.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=9078</id>
		<title>Area layouts used in the single player module</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=9078"/>
				<updated>2009-12-27T19:50:39Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* lgt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will help those that dont want to go through every area layout to find the one they want.&lt;br /&gt;
Hope this helps -RandyG&lt;br /&gt;
&lt;br /&gt;
== brc ==&lt;br /&gt;
*brc501d - Road with a lake&lt;br /&gt;
*brc504d - Mountain road&lt;br /&gt;
*brc505d - Road with river and waterfall&lt;br /&gt;
*brc999d - Player Camp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== den ==&lt;br /&gt;
*den000d - Denerim Burning&lt;br /&gt;
*den001d - Denerim Royal Palace&lt;br /&gt;
*den005d - Denerim Palace District Arl Estate&lt;br /&gt;
*den009d - Haven Village: Shop&lt;br /&gt;
*den020d - Denerim: Gnawed Noble Tavern&lt;br /&gt;
*den200d - Denerim Alienage: Day&lt;br /&gt;
*den200n - Denerim Alienage: Night&lt;br /&gt;
*den202d - Denerim Alienage: Alarith's Store&lt;br /&gt;
*den207d - House&lt;br /&gt;
*den312d - Denerim: The Pearl&lt;br /&gt;
*den400d - Denerim Market&lt;br /&gt;
&lt;br /&gt;
*den900d - Den Alienage&lt;br /&gt;
*den998d - Denerim Market Warehouse&lt;br /&gt;
&lt;br /&gt;
== hrt ==&lt;br /&gt;
*hrt000d - Lothering&lt;br /&gt;
*hrt001d - chantry&lt;br /&gt;
*hrt002d - Lothering: Dane's Refuge&lt;br /&gt;
*hrt201d - highever/cousland castle human noble start&lt;br /&gt;
*hrt201n - highever/cousland castle under attack&lt;br /&gt;
&lt;br /&gt;
== lak ==&lt;br /&gt;
*lak101 - 110 - shops/rooms&lt;br /&gt;
*lak200d- castle exit&lt;br /&gt;
*lak201d- redcliff&lt;br /&gt;
*lak202d- redcliff-upstairs&lt;br /&gt;
*lak203d- dungeon&lt;br /&gt;
&lt;br /&gt;
== lgt ==&lt;br /&gt;
*lgt101d - Redcliff: Tavern&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=9077</id>
		<title>Area layouts used in the single player module</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=9077"/>
				<updated>2009-12-27T19:50:09Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* den */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will help those that dont want to go through every area layout to find the one they want.&lt;br /&gt;
Hope this helps -RandyG&lt;br /&gt;
&lt;br /&gt;
== brc ==&lt;br /&gt;
*brc501d - Road with a lake&lt;br /&gt;
*brc504d - Mountain road&lt;br /&gt;
*brc505d - Road with river and waterfall&lt;br /&gt;
*brc999d - Player Camp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== den ==&lt;br /&gt;
*den000d - Denerim Burning&lt;br /&gt;
*den001d - Denerim Royal Palace&lt;br /&gt;
*den005d - Denerim Palace District Arl Estate&lt;br /&gt;
*den009d - Haven Village: Shop&lt;br /&gt;
*den020d - Denerim: Gnawed Noble Tavern&lt;br /&gt;
*den200d - Denerim Alienage: Day&lt;br /&gt;
*den200n - Denerim Alienage: Night&lt;br /&gt;
*den202d - Denerim Alienage: Alarith's Store&lt;br /&gt;
*den207d - House&lt;br /&gt;
*den312d - Denerim: The Pearl&lt;br /&gt;
*den400d - Denerim Market&lt;br /&gt;
&lt;br /&gt;
*den900d - Den Alienage&lt;br /&gt;
*den998d - Denerim Market Warehouse&lt;br /&gt;
&lt;br /&gt;
== hrt ==&lt;br /&gt;
*hrt000d - Lothering&lt;br /&gt;
*hrt001d - chantry&lt;br /&gt;
*hrt002d - Lothering: Dane's Refuge&lt;br /&gt;
*hrt201d - highever/cousland castle human noble start&lt;br /&gt;
*hrt201n - highever/cousland castle under attack&lt;br /&gt;
&lt;br /&gt;
== lak ==&lt;br /&gt;
*lak101 - 110 - shops/rooms&lt;br /&gt;
*lak200d- castle exit&lt;br /&gt;
*lak201d- redcliff&lt;br /&gt;
*lak202d- redcliff-upstairs&lt;br /&gt;
*lak203d- dungeon&lt;br /&gt;
&lt;br /&gt;
== lgt ==&lt;br /&gt;
*lgt101d- Redcliff: Tavern&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Module_tutorial&amp;diff=9076</id>
		<title>Module tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Module_tutorial&amp;diff=9076"/>
				<updated>2009-12-27T18:56:50Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The simple [[demo module]] that is included with the Dragon Age Toolset is intended to show off a variety of methods that will be commonly used in real stand-alone modules. The documentation on this website will walk you through the major steps required to set it all up, but the [[demo module]] itself also has documentation embedded within it in the form of comments; it is intended to be explored in the designer toolkit and dissected to see how things tick.&lt;br /&gt;
&lt;br /&gt;
One thing that this demo doesn't demonstrate is the art of writing. As such the 'plot' of the adventure is somewhat nonsensical.&lt;br /&gt;
&lt;br /&gt;
This tutorial also assumes that you've read many of the other basic tutorials elsewhere on this site and are familiar with the basic functioning of the toolkit. Links will be provided directing you to more specific information if needed.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
There are two major groups of resources that are used when creating a Dragon Age module; designer resources and art resources. Designer resources are housed in a database whereas art resources take the form of conventional files on your file system.&lt;br /&gt;
&lt;br /&gt;
For your art resources the most convenient approach it is probably to create a directory tree with subdirectories sorting your art resources by what regions of the game they appear in. The directory tree should be someplace easily accessible and with full read/write priviledges - somewhere in your &amp;quot;My Documents&amp;quot; folder is a good place to put them.&lt;br /&gt;
&lt;br /&gt;
In our example we're going to have three areas:&lt;br /&gt;
*A swampy outdoor area with a small tavern in it&lt;br /&gt;
*The tavern's interior&lt;br /&gt;
*An outdoor roadway&lt;br /&gt;
&lt;br /&gt;
=== Naming conventions ===&lt;br /&gt;
&lt;br /&gt;
For the most part the names you give your resources will matter only to you, there are very few situations where the toolset pays attention to the specific form that a resource name takes. So provided you're working on your own, any naming convention that suits your particular style will suffice.&lt;br /&gt;
&lt;br /&gt;
Dragon Age is a large and complex game to create content for, however, so establishing ''some'' form of naming convention and adhering to it from the outset is important to ensure you don't lose track of things later on. A consistent naming system is very useful for debugging and if you later choose to collaborate with other builders it allows you to find your way around other peoples' work without needing to know it intimately.&lt;br /&gt;
&lt;br /&gt;
The convention used in the main Single Player campaign of Dragon Age is as follows:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix indicating which large-scale area of the game the resource begins to (particular origin story, prelude, etc)&lt;br /&gt;
*three-digit number unique to a particular area, generally starting with 100 and incrementing in hundreds for major areas. Accessory areas are given numbers within the block of one hundred that their 'parent' area belongs to. &amp;quot;global&amp;quot; resources are often given the number 000.&lt;br /&gt;
*two-letter code indicating what general type of resource it is (for example &amp;quot;ar&amp;quot; for area, &amp;quot;pl&amp;quot; for placeable). A major exception here is event scripts, which have exactly the same name as the resource they're the script for. Dialogue files are also generally named exactly the same as their owner resource.&lt;br /&gt;
*An underscore.&lt;br /&gt;
*The remainder of the name is free-form  and human-readable, a descriptive term to remind you at a glance what the resource is.&lt;br /&gt;
&lt;br /&gt;
Designer resources will have a three-letter extension, much like a regular file system file, but this is not editable and does not frequently come up.&lt;br /&gt;
&lt;br /&gt;
Resources in the designer toolkit can also be placed into folders, again much like a regular file system. Unlike most file systems, though, you don't need to explicitly create a folder in order to put a resource into it. Just edit the resource's &amp;quot;folder&amp;quot; property and if the folder didn't have anything in it before it'll be created automatically. Folders that don't have any resources in them are removed automatically.&lt;br /&gt;
&lt;br /&gt;
Here's a preview of what we're going to put into the demo module, to illustrate how this naming convention looks in practice. We'll be using the four-letter prefix &amp;quot;demo&amp;quot; instead of the usual three-letter one for clarity.&lt;br /&gt;
&lt;br /&gt;
[[screenshot of demo resource palette]]&lt;br /&gt;
&lt;br /&gt;
== Setting up character generation in a new module ==&lt;br /&gt;
&lt;br /&gt;
The most basic steps of creating a new module are described in &amp;quot;[[creating a module]]&amp;quot;. A Dragon Age module, when first created, lacks many very basic components such as the ability to generate a character or an area to start in.&lt;br /&gt;
&lt;br /&gt;
Note that you can actually start creating areas and testing content before you set up character creation if you prefer, the game will provide a player with a simple (and very weak!) default character if character generation isn't performed. You can also override the default starting area and waypoint every time you export for testing purposes, using the &amp;quot;Export Options&amp;quot; found under the &amp;quot;Tools&amp;quot; menu, so you can skip directly to the area you're working on without needing to write debugging scripts.&lt;br /&gt;
&lt;br /&gt;
We're going to follow the flow of the finished game for now, though, so after creating the module the first thing we'll want to do is create a module script that triggers character generation.&lt;br /&gt;
&lt;br /&gt;
Once you've created the initial empty module you'll need to create a module script. We call it &amp;quot;demo_module&amp;quot;. The event that we'll want to handle character generation in is EVENT_TYPE_MODULE_START, which is sent to the module script only once when the game is first started up.&lt;br /&gt;
&lt;br /&gt;
To call the default character generation system, simply have this event call the following functions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PreloadCharGen causes the game to load up various resources that will be used in character generation, and StartCharGen causes the game to show the character generation GUI to the player.&lt;br /&gt;
&lt;br /&gt;
== Creating our areas ==&lt;br /&gt;
&lt;br /&gt;
This module will be very simple, consisting of only three areas - only two of which will have any signficiant amount of detail. They will be named:&lt;br /&gt;
&lt;br /&gt;
* demo100ar_wilderness&lt;br /&gt;
* demo200ar_tavern&lt;br /&gt;
* demo300ar_road&lt;br /&gt;
&lt;br /&gt;
Three level layouts ([[LVL]] files) are included with the module for use in these areas; ost101d (a swampy wasteland with a small wooden structure), hrt002d (a small tavern interior), and lgt600d (a section of roadway). The naming convention for level layouts used internally at BioWare is specific to the single player campaign, the meaning of these filenames is not relevant to this basic tutorial.&lt;br /&gt;
&lt;br /&gt;
The area editor (and the game itself) cannot use a LVL file directly, it must be compiled into a more efficient form for use. Open up each LVL file in the level editor and, under tools, select &amp;quot;Post to local&amp;quot; to compile the level and export it to an appropriate directory where the game and toolset will be able to find it.&lt;br /&gt;
&lt;br /&gt;
Once you've done this you can select the layout in the area editor's &amp;quot;Area Layout&amp;quot; property field.&lt;br /&gt;
&lt;br /&gt;
== Placing area transitions and setting up the world map ==&lt;br /&gt;
&lt;br /&gt;
See the [[Area tutorial]] for details on how to link areas up with level transitions. The transition from demo100ar_wilderness to demo200_tavern is straightforward and is basically the same as what's shown in that tutorial.&lt;br /&gt;
&lt;br /&gt;
The transition between demo100ar_wilderness and demo300ar_road, however, is going to be handled via the world [[map]] instead. The demo's map is a resource named demo000mp_world.&lt;br /&gt;
&lt;br /&gt;
To create an area transition that sends the player to the world map, set the PLC_AT_DEST_AREA_TAG to the string &amp;quot;world_map&amp;quot;. The placeable_core script recognizes this string as a special override that triggers a map transition by sending the module script an EVENT_TYPE_BEGIN_TRAVEL event.&lt;br /&gt;
&lt;br /&gt;
Note that you can have multiple world maps in a module, but under the default code you can't directly specify which one an area transition will send the player to. Instead, you will need to call the script function WR_SetWorldMapPrimary to specify which world map is the currently active &amp;quot;primary&amp;quot; one. In this demo the code that performs this is also in the EVENT_TYPE_MODULE_START event of the module script, since we only have one map and it only needs to be set as primary once. If you have multiple maps in your module you'll need to call this function again later from some other scripted event to change it.&lt;br /&gt;
&lt;br /&gt;
Here, then, is the complete code for the demo module's EVENT_TYPE_MODULE_START event:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            object oMapId = GetObjectByTag(&amp;quot;demo000mp_world&amp;quot;);&lt;br /&gt;
            WR_SetWorldMapPrimary(oMapId);&lt;br /&gt;
&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although the default placeable_core script has code in it to recognize that the &amp;quot;world_map&amp;quot; string should lead to a world transition and generates an EVENT_TYPE_BEGIN_TRAVEL event, the default module_core script doesn't actually do anything with this event. This is because the map transition code used in Dragon Age's single player world map transitions is rather complex and has to handle many special cases that depend on plot elements specific to the single player campaign, so BioWare never implemented a basic default - it would have had to be overridden completely anyway.&lt;br /&gt;
&lt;br /&gt;
Fortunately it's quite easy to add one, though there's a slight hitch; the area transition code needs to be split over two different events.&lt;br /&gt;
&lt;br /&gt;
* In EVENT_TYPE_BEGIN_TRAVEL you'll be able to get the target area and waypoint tags from the event object, and then call the &amp;lt;pre&amp;gt;WorldMapStartTravelling&amp;lt;/pre&amp;gt; function to cause the map to start animating the map trail path the player is following.&lt;br /&gt;
&lt;br /&gt;
* While the map trail animation is playing, the EVENT_TYPE_WORLDMAP_PRETRANSITION event is called. This is the event where you'll want to call the &amp;lt;pre&amp;gt;UT_DoAreaTransition&amp;lt;/pre&amp;gt; function to start the loading process of the destination area. The area will load at the same time that the map trail animation is playing, making the transition seem more seamless for the player. Note, however, that EVENT_TYPE_WORLDMAP_PRETRANSITION's event object ''doesn't'' contain the destination area and waypoint tags as members; you'll need to use local variables in the module's variable table to preserve these strings and pass them on from EVENT_TYPE_BEGIN_TRAVEL.&lt;br /&gt;
&lt;br /&gt;
The basic code to handle map travel, then, is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        ////////////////////////////////////////////////////////////////////////&lt;br /&gt;
        // Sent by: The engine&lt;br /&gt;
        // When: the player clicks on a destination in the world map&lt;br /&gt;
        ////////////////////////////////////////////////////////////////////////&lt;br /&gt;
        case EVENT_TYPE_BEGIN_TRAVEL:&lt;br /&gt;
        {&lt;br /&gt;
            string sSource = GetEventString(ev, 0); //area tag source location&lt;br /&gt;
            string sTarget = GetEventString(ev, 1); // area tag target location&lt;br /&gt;
            string sWPOverride = GetEventString(ev, 2); // waypoint tag override&lt;br /&gt;
            if (sSource != sTarget)&lt;br /&gt;
            {&lt;br /&gt;
                //store target area's tag to a local module variable&lt;br /&gt;
                SetLocalString(GetModule(), &amp;quot;WM_STORED_AREA&amp;quot;, sTarget);&lt;br /&gt;
                //store target waypoint tag&lt;br /&gt;
                SetLocalString(GetModule(), &amp;quot;WM_STORED_WP&amp;quot;, sWPOverride);&lt;br /&gt;
                //initiate the map's travelling animation. The engine will&lt;br /&gt;
                //send EVENT_TYPE_WORLDMAP_PRETRANSITION once it's started.&lt;br /&gt;
                WorldMapStartTravelling();&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        ////////////////////////////////////////////////////////////////////////&lt;br /&gt;
        // Sent by: The engine&lt;br /&gt;
        // When: the world map has begun its &amp;quot;travelling&amp;quot; animation&lt;br /&gt;
        ////////////////////////////////////////////////////////////////////////&lt;br /&gt;
        case EVENT_TYPE_WORLDMAP_PRETRANSITION:&lt;br /&gt;
        {&lt;br /&gt;
            //retrieve the target area tag we stored in EVENT_TYPE_BEGIN_TRAVEL&lt;br /&gt;
            string sArea = GetLocalString(GetModule(), &amp;quot;WM_STORED_AREA&amp;quot;);&lt;br /&gt;
            //retrieve the target waypoint tag&lt;br /&gt;
            string sWP = GetLocalString(GetModule(), &amp;quot;WM_STORED_WP&amp;quot;);&lt;br /&gt;
            //execute the area transition to that target.&lt;br /&gt;
            UT_DoAreaTransition(sArea, sWP);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We'll need to come back to the module script later on to add some plot-specific code, but for now this is all that's needed to enable a basic adventure to stand on its own.&lt;br /&gt;
&lt;br /&gt;
== Introductory cutscene ==&lt;br /&gt;
&lt;br /&gt;
After the player has finished character generation we play an introductory cutscene for him before the game starts.&lt;br /&gt;
&lt;br /&gt;
The cutscene itself is quite simple, consisting of a few camera movements and an actor (substituted by the player) playing a walking animation. See [[cutscene tutorial]] for how to create a cutscene.&lt;br /&gt;
&lt;br /&gt;
To make it play when the game begins we need to call it at the appropriate time with the CS_LoadCutscene function. The appropriate time has to be after the area that the cutscene is located in as loaded, otherwise the cutscene won't be able to play. The event that's best suited for this is EVENT_TYPE_AREALOAD_SPECIAL, which is called on an area's event script after the area has loaded but before any of the other game systems (AI and so forth) have been enabled. So in this case we want to insert the function call into the area script for the starting area, demo100ar_wilderness. We only want the cutscene to play the first time we enter this area so we've wrapped the function call in a plot flag check;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
case EVENT_TYPE_AREALOAD_SPECIAL:&lt;br /&gt;
        {&lt;br /&gt;
            if (!WR_GetPlotFlag(PLT_DEMO000PL_MAIN, DEMO_INTRO_COMPLETE))&lt;br /&gt;
            {&lt;br /&gt;
                CS_LoadCutscene(R&amp;quot;demo100ct_intro.cut&amp;quot;);&lt;br /&gt;
                WR_SetPlotFlag(PLT_DEMO000PL_MAIN, DEMO_INTRO_COMPLETE,TRUE); //sets the plot flag to ensure we don't repeat the intro cutscene.&lt;br /&gt;
            }&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The main plot file ==&lt;br /&gt;
&lt;br /&gt;
For this demo module, all of the major events relating to the development of the plot are kept track of in the demo000pl_main plot file. This also allows for a centralized place to put scripting that deals with these events.&lt;br /&gt;
&lt;br /&gt;
The plot outline of the demo module is:&lt;br /&gt;
&lt;br /&gt;
#Player encounters the innkeeper outside his inn and speaks with him, receiving the quest to retrieve the innkeeper's sword.&lt;br /&gt;
#Player enters the inn. As he approaches the lever that will open the door to the room the sword is in, the bandit that's taken over the inn initiates conversation with the player. This leads to combat.&lt;br /&gt;
#Player pulls the lever, blowing up the door to the room the sword is in&lt;br /&gt;
#Player retrieves the sword&lt;br /&gt;
#Player returns the sword to the innkeeper, who offers to join the party. A new area also opens up on the world map at this point.&lt;br /&gt;
&lt;br /&gt;
We'll cover each of these events in a separate section of this documentation.&lt;br /&gt;
&lt;br /&gt;
You may also note that many of the constants used in the code have been separated out into a &amp;quot;demo_consts_h&amp;quot; script file, even if they are only currently used in one particular place. This is not strictly necessary, and in fact the toolset doesn't recognize the &amp;quot;_h&amp;quot; suffix as having any special significance; whenever you save an _h script the toolset will try to compile it and complain about the lack of a main() or StartingConditional() function (you can ignore this complaint). However, it makes typos much easier to find and debug, and should you need to change a constant later on this approach ensures that you can always catch every instance of it.&lt;br /&gt;
&lt;br /&gt;
== Giving the player an item ==&lt;br /&gt;
&lt;br /&gt;
The first thing that happens if the player talks to the barkeep and accepts the quest is that the barkeep will give him a key. The key is a &amp;quot;plot item&amp;quot;, meaning it will be shown in a separate section of the player's inventory and can't be given away or destroyed by the player, but the mechanism used here can give the player non-plot items as well.&lt;br /&gt;
&lt;br /&gt;
The function UT_AddItemToInventory takes a resource variable as its parameter. It causes a new instance of the item to be created and added. If you call it multiple times with the same resource, earlier copies won't be affected - multiple copies of the item will be created. You'll see one way of removing an object from the player's inventory at the end of the quest when the innkeeper takes back his sword.&lt;br /&gt;
&lt;br /&gt;
== Using a trigger to initiate conversation ==&lt;br /&gt;
&lt;br /&gt;
We want the bandit and his loyal patrons to attack the player before the lever can be pulled. A trigger has been placed in such a manner that the player will have to pass through it before reaching the lever; the trick is now to use that trigger to make the things we want to have happen, happen.&lt;br /&gt;
&lt;br /&gt;
When a trigger is entered by any entity the trigger's event script is sent an EVENT_TYPE_ENTER event. Note that this is sent ''every'' time the trigger is entered, by ''any'' entity, so the first thing we'll need to do in the event script is a test to ensure that the triggering entity is the player or one of his party members.&lt;br /&gt;
&lt;br /&gt;
The IsPartyMember function tests to see whether an object is player-controllable, which is true for the player's character and for any creature currently in the player's party. We call it on the event's creator to check if this is the right person; if it's not the event script does nothing.&lt;br /&gt;
&lt;br /&gt;
If we wanted the bandit and patrons to simply charge and attack the player, we'd have the trigger call UT_TeamGoesHostile(BANDIT_TEAM); directly (the bandit and patrons' creature templates are all set to the same team so that we don't need to set each one hostile individually). In this case an unexplained attack would be strange, so instead a conversation has been set up that has the bandit and patrons explain themselves before attacking. So we've set the trigger script to call UT_Talk instead.&lt;br /&gt;
&lt;br /&gt;
Once this has been called, we never want the trigger to fire again for anyone. It is important to note that setting a trigger to &amp;quot;inactive&amp;quot; will ''not'' work; an inactive trigger still fires EVENT_TYPE_ENTER whenever an entity enters it. There are several approaches that can be used here:&lt;br /&gt;
&lt;br /&gt;
*Set the event script to check the trigger's active status and not perform any action if it's inactive&lt;br /&gt;
*Use a plot flag to make the code only fire once&lt;br /&gt;
*call Safe_Destroy_Object(OBJECT_SELF, 0); to destroy the trigger entirely&lt;br /&gt;
&lt;br /&gt;
Since there will be no circumstances where we'll need the trigger to become active again in the future, destroying the trigger is the simplest and most foolproof way of accomplishing this.&lt;br /&gt;
&lt;br /&gt;
== Using a placeable to call a script ==&lt;br /&gt;
&lt;br /&gt;
The lever placeable has a &amp;quot;use&amp;quot; option that allows the player to flip it from one state to the other. When this happens an EVENT_TYPE_USE event is sent to the placeable's event script. We've added a custom event script to the lever to intercept this event and do something special; demo200pl_security_lever.nss.&lt;br /&gt;
&lt;br /&gt;
Rather than handling all the details of what should happen when the lever is pulled right in this script, though, we've instead put them into the main plot file's script. The custom placeable script serves only to set the appropriate main plot file flag.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Failure to exit combat mode after defeating the bandits in the inn ===&lt;br /&gt;
&lt;br /&gt;
Try clearing out the folder My Documents\BioWare\Dragon Age\packages\core\override. As of version 1.0.982.0 of the Dragon Age Toolset, the export process deposits certain files to that override folder, which is currently causing conflicts within the game. One immediate indication of this may be that the player character is initially in their undergarments during character generation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Module_tutorial&amp;diff=9075</id>
		<title>Module tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Module_tutorial&amp;diff=9075"/>
				<updated>2009-12-27T18:56:18Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The simple [[demo module]] that is included with the Dragon Age Toolset is intended to show off a variety of methods that will be commonly used in real stand-alone modules. The documentation on this website will walk you through the major steps required to set it all up, but the [[demo module]] itself also has documentation embedded within it in the form of comments; it is intended to be explored in the designer toolkit and dissected to see how things tick.&lt;br /&gt;
&lt;br /&gt;
One thing that this demo doesn't demonstrate is the art of writing. As such the 'plot' of the adventure is somewhat nonsensical.&lt;br /&gt;
&lt;br /&gt;
This tutorial also assumes that you've read many of the other basic tutorials elsewhere on this site and are familiar with the basic functioning of the toolkit. Links will be provided directing you to more specific information if needed.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
There are two major groups of resources that are used when creating a Dragon Age module; designer resources and art resources. Designer resources are housed in a database whereas art resources take the form of conventional files on your file system.&lt;br /&gt;
&lt;br /&gt;
For your art resources the most convenient approach it is probably to create a directory tree with subdirectories sorting your art resources by what regions of the game they appear in. The directory tree should be someplace easily accessible and with full read/write priviledges - somewhere in your &amp;quot;My Documents&amp;quot; folder is a good place to put them.&lt;br /&gt;
&lt;br /&gt;
In our example we're going to have three areas:&lt;br /&gt;
*A swampy outdoor area with a small tavern in it&lt;br /&gt;
*The tavern's interior&lt;br /&gt;
*An outdoor roadway&lt;br /&gt;
&lt;br /&gt;
=== Naming conventions ===&lt;br /&gt;
&lt;br /&gt;
For the most part the names you give your resources will matter only to you, there are very few situations where the toolset pays attention to the specific form that a resource name takes. So provided you're working on your own, any naming convention that suits your particular style will suffice.&lt;br /&gt;
&lt;br /&gt;
Dragon Age is a large and complex game to create content for, however, so establishing ''some'' form of naming convention and adhering to it from the outset is important to ensure you don't lose track of things later on. A consistent naming system is very useful for debugging and if you later choose to collaborate with other builders it allows you to find your way around other peoples' work without needing to know it intimately.&lt;br /&gt;
&lt;br /&gt;
The convention used in the main Single Player campaign of Dragon Age is as follows:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix indicating which large-scale area of the game the resource begins to (particular origin story, prelude, etc)&lt;br /&gt;
*three-digit number unique to a particular area, generally starting with 100 and incrementing in hundreds for major areas. Accessory areas are given numbers within the block of one hundred that their 'parent' area belongs to. &amp;quot;global&amp;quot; resources are often given the number 000.&lt;br /&gt;
*two-letter code indicating what general type of resource it is (for example &amp;quot;ar&amp;quot; for area, &amp;quot;pl&amp;quot; for placeable). A major exception here is event scripts, which have exactly the same name as the resource they're the script for. Dialogue files are also generally named exactly the same as their owner resource.&lt;br /&gt;
*An underscore.&lt;br /&gt;
*The remainder of the name is free-form  and human-readable, a descriptive term to remind you at a glance what the resource is.&lt;br /&gt;
&lt;br /&gt;
Designer resources will have a three-letter extension, much like a regular file system file, but this is not editable and does not frequently come up.&lt;br /&gt;
&lt;br /&gt;
Resources in the designer toolkit can also be placed into folders, again much like a regular file system. Unlike most file systems, though, you don't need to explicitly create a folder in order to put a resource into it. Just edit the resource's &amp;quot;folder&amp;quot; property and if the folder didn't have anything in it before it'll be created automatically. Folders that don't have any resources in them are removed automatically.&lt;br /&gt;
&lt;br /&gt;
Here's a preview of what we're going to put into the demo module, to illustrate how this naming convention looks in practice. We'll be using the four-letter prefix &amp;quot;demo&amp;quot; instead of the usual three-letter one for clarity.&lt;br /&gt;
&lt;br /&gt;
[[screenshot of demo resource palette]]&lt;br /&gt;
&lt;br /&gt;
== Setting up character generation in a new module ==&lt;br /&gt;
&lt;br /&gt;
The most basic steps of creating a new module are described in &amp;quot;[[creating a module]]&amp;quot;. A Dragon Age module, when first created, lacks many very basic components such as the ability to generate a character or an area to start in.&lt;br /&gt;
&lt;br /&gt;
Note that you can actually start creating areas and testing content before you set up character creation if you prefer, the game will provide a player with a simple (and very weak!) default character if character generation isn't performed. You can also override the default starting area and waypoint every time you export for testing purposes, using the &amp;quot;Export Options&amp;quot; found under the &amp;quot;Tools&amp;quot; menu, so you can skip directly to the area you're working on without needing to write debugging scripts.&lt;br /&gt;
&lt;br /&gt;
We're going to follow the flow of the finished game for now, though, so after creating the module the first thing we'll want to do is create a module script that triggers character generation.&lt;br /&gt;
&lt;br /&gt;
Once you've created the initial empty module you'll need to create a module script. We call it &amp;quot;demo_module&amp;quot;. The event that we'll want to handle character generation in is EVENT_TYPE_MODULE_START, which is sent to the module script only once when the game is first started up.&lt;br /&gt;
&lt;br /&gt;
To call the default character generation system, simply have this event call the following functions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PreloadCharGen causes the game to load up various resources that will be used in character generation, and StartCharGen causes the game to show the character generation GUI to the player.&lt;br /&gt;
&lt;br /&gt;
== Creating our areas ==&lt;br /&gt;
&lt;br /&gt;
This module will be very simple, consisting of only three areas - only two of which will have any signficiant amount of detail. They will be named:&lt;br /&gt;
&lt;br /&gt;
* demo100ar_wilderness&lt;br /&gt;
* demo200ar_tavern&lt;br /&gt;
* demo300ar_road&lt;br /&gt;
&lt;br /&gt;
Three level layouts ([[LVL]] files) are included with the module for use in these areas; ost101d (a swampy wasteland with a small wooden structure), hrt002d (a small tavern interior), and lgt600d (a section of roadway). The naming convention for level layouts used internally at BioWare is specific to the single player campaign, the meaning of these filenames is not relevant to this basic tutorial.&lt;br /&gt;
&lt;br /&gt;
The area editor (and the game itself) cannot use a LVL file directly, it must be compiled into a more efficient form for use. Open up each LVL file in the level editor and, under tools, select &amp;quot;Post to local&amp;quot; to compile the level and export it to an appropriate directory where the game and toolset will be able to find it.&lt;br /&gt;
&lt;br /&gt;
Once you've done this you can select the layout in the area editor's &amp;quot;Area Layout&amp;quot; property field.&lt;br /&gt;
&lt;br /&gt;
== Placing area transitions and setting up the world map ==&lt;br /&gt;
&lt;br /&gt;
See the [[Area tutorial]] for details on how to link areas up with level transitions. The transition from demo100ar_wilderness to demo200_tavern is straightforward and is basically the same as what's shown in that tutorial.&lt;br /&gt;
&lt;br /&gt;
The transition between demo100ar_wilderness and demo300ar_road, however, is going to be handled via the world [[map]] instead. The demo's map is a resource named demo000mp_world.&lt;br /&gt;
&lt;br /&gt;
To create an area transition that sends the player to the world map, set the PLC_AT_DEST_AREA_TAG to the string &amp;quot;world_map&amp;quot;. The placeable_core script recognizes this string as a special override that triggers a map transition by sending the module script an EVENT_TYPE_BEGIN_TRAVEL event.&lt;br /&gt;
&lt;br /&gt;
Note that you can have multiple world maps in a module, but under the default code you can't directly specify which one an area transition will send the player to. Instead, you will need to call the script function WR_SetWorldMapPrimary to specify which world map is the currently active &amp;quot;primary&amp;quot; one. In this demo the code that performs this is also in the EVENT_TYPE_MODULE_START event of the module script, since we only have one map and it only needs to be set as primary once. If you have multiple maps in your module you'll need to call this function again later from some other scripted event to change it.&lt;br /&gt;
&lt;br /&gt;
Here, then, is the complete code for the demo module's EVENT_TYPE_MODULE_START event:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            object oMapId = GetObjectByTag(&amp;quot;demo000mp_world&amp;quot;);&lt;br /&gt;
            WR_SetWorldMapPrimary(oMapId);&lt;br /&gt;
&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although the default placeable_core script has code in it to recognize that the &amp;quot;world_map&amp;quot; string should lead to a world transition and generates an EVENT_TYPE_BEGIN_TRAVEL event, the default module_core script doesn't actually do anything with this event. This is because the map transition code used in Dragon Age's single player world map transitions is rather complex and has to handle many special cases that depend on plot elements specific to the single player campaign, so BioWare never implemented a basic default - it would have had to be overridden completely anyway.&lt;br /&gt;
&lt;br /&gt;
Fortunately it's quite easy to add one, though there's a slight hitch; the area transition code needs to be split over two different events.&lt;br /&gt;
&lt;br /&gt;
* In EVENT_TYPE_BEGIN_TRAVEL you'll be able to get the target area and waypoint tags from the event object, and then call the &amp;lt;pre&amp;gt;WorldMapStartTravelling&amp;lt;/pre&amp;gt; function to cause the map to start animating the map trail path the player is following.&lt;br /&gt;
&lt;br /&gt;
* While the map trail animation is playing, the EVENT_TYPE_WORLDMAP_PRETRANSITION event is called. This is the event where you'll want to call the &amp;lt;pre&amp;gt;UT_DoAreaTransition&amp;lt;/pre&amp;gt; function to start the loading process of the destination area. The area will load at the same time that the map trail animation is playing, making the transition seem more seamless for the player. Note, however, that EVENT_TYPE_WORLDMAP_PRETRANSITION's event object ''doesn't'' contain the destination area and waypoint tags as members; you'll need to use local variables in the module's variable table to preserve these strings and pass them on from EVENT_TYPE_BEGIN_TRAVEL.&lt;br /&gt;
&lt;br /&gt;
The basic code to handle map travel, then, is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        ////////////////////////////////////////////////////////////////////////&lt;br /&gt;
        // Sent by: The engine&lt;br /&gt;
        // When: the player clicks on a destination in the world map&lt;br /&gt;
        ////////////////////////////////////////////////////////////////////////&lt;br /&gt;
        case EVENT_TYPE_BEGIN_TRAVEL:&lt;br /&gt;
        {&lt;br /&gt;
            string sSource = GetEventString(ev, 0); //area tag source location&lt;br /&gt;
            string sTarget = GetEventString(ev, 1); // area tag target location&lt;br /&gt;
            string sWPOverride = GetEventString(ev, 2); // waypoint tag override&lt;br /&gt;
            if (sSource != sTarget)&lt;br /&gt;
            {&lt;br /&gt;
                //store target area's tag to a local module variable&lt;br /&gt;
                SetLocalString(GetModule(), &amp;quot;WM_STORED_AREA&amp;quot;, sTarget);&lt;br /&gt;
                //store target waypoint tag&lt;br /&gt;
                SetLocalString(GetModule(), &amp;quot;WM_STORED_WP&amp;quot;, sWPOverride);&lt;br /&gt;
                //initiate the map's travelling animation. The engine will&lt;br /&gt;
                //send EVENT_TYPE_WORLDMAP_PRETRANSITION once it's started.&lt;br /&gt;
                WorldMapStartTravelling();&lt;br /&gt;
            }&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
        ////////////////////////////////////////////////////////////////////////&lt;br /&gt;
        // Sent by: The engine&lt;br /&gt;
        // When: the world map has begun its &amp;quot;travelling&amp;quot; animation&lt;br /&gt;
        ////////////////////////////////////////////////////////////////////////&lt;br /&gt;
        case EVENT_TYPE_WORLDMAP_PRETRANSITION:&lt;br /&gt;
        {&lt;br /&gt;
            //retrieve the target area tag we stored in EVENT_TYPE_BEGIN_TRAVEL&lt;br /&gt;
            string sArea = GetLocalString(GetModule(), &amp;quot;WM_STORED_AREA&amp;quot;);&lt;br /&gt;
            //retrieve the target waypoint tag&lt;br /&gt;
            string sWP = GetLocalString(GetModule(), &amp;quot;WM_STORED_WP&amp;quot;);&lt;br /&gt;
            //execute the area transition to that target.&lt;br /&gt;
            UT_DoAreaTransition(sArea, sWP);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We'll need to come back to the module script later on to add some plot-specific code, but for now this is all that's needed to enable a basic adventure to stand on its own.&lt;br /&gt;
&lt;br /&gt;
== Introductory cutscene ==&lt;br /&gt;
&lt;br /&gt;
After the player has finished character generation we play an introductory cutscene for him before the game starts.&lt;br /&gt;
&lt;br /&gt;
The cutscene itself is quite simple, consisting of a few camera movements and an actor (substituted by the player) playing a walking animation. See [[cutscene tutorial]] for how to create a cutscene.&lt;br /&gt;
&lt;br /&gt;
To make it play when the game begins we need to call it at the appropriate time with the CS_LoadCutscene function. The appropriate time has to be after the area that the cutscene is located in as loaded, otherwise the cutscene won't be able to play. The event that's best suited for this is EVENT_TYPE_AREALOAD_SPECIAL, which is called on an area's event script after the area has loaded but before any of the other game systems (AI and so forth) have been enabled. So in this case we want to insert the function call into the area script for the starting area, demo100ar_wilderness. We only want the cutscene to play the first time we enter this area so we've wrapped the function call in a plot flag check;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
case EVENT_TYPE_AREALOAD_SPECIAL:&lt;br /&gt;
        {&lt;br /&gt;
            if (!WR_GetPlotFlag(PLT_DEMO000PL_MAIN, DEMO_INTRO_COMPLETE))&lt;br /&gt;
            {&lt;br /&gt;
                CS_LoadCutscene(R&amp;quot;demo100ct_intro.cut&amp;quot;);&lt;br /&gt;
                WR_SetPlotFlag(PLT_DEMO000PL_MAIN, DEMO_INTRO_COMPLETE,TRUE); //sets the plot flag to ensure we don't repeat the intro cutscene.&lt;br /&gt;
            }&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The main plot file ==&lt;br /&gt;
&lt;br /&gt;
For this demo module, all of the major events relating to the development of the plot are kept track of in the demo000pl_main plot file. This also allows for a centralized place to put scripting that deals with these events.&lt;br /&gt;
&lt;br /&gt;
The plot outline of the demo module is:&lt;br /&gt;
&lt;br /&gt;
#Player encounters the innkeeper outside his inn and speaks with him, receiving the quest to retrieve the innkeeper's sword.&lt;br /&gt;
#Player enters the inn. As he approaches the lever that will open the door to the room the sword is in, the bandit that's taken over the inn initiates conversation with the player. This leads to combat.&lt;br /&gt;
#Player pulls the lever, blowing up the door to the room the sword is in&lt;br /&gt;
#Player retrieves the sword&lt;br /&gt;
#Player returns the sword to the innkeeper, who offers to join the party. A new area also opens up on the world map at this point.&lt;br /&gt;
&lt;br /&gt;
We'll cover each of these events in a separate section of this documentation.&lt;br /&gt;
&lt;br /&gt;
You may also note that many of the constants used in the code have been separated out into a &amp;quot;demo_consts_h&amp;quot; script file, even if they are only currently used in one particular place. This is not strictly necessary, and in fact the toolset doesn't recognize the &amp;quot;_h&amp;quot; suffix as having any special significance; whenever you save an _h script the toolset will try to compile it and complain about the lack of a main() or StartingConditional() function (you can ignore this complaint). However, it makes typos much easier to find and debug, and should you need to change a constant later on this approach ensures that you can always catch every instance of it.&lt;br /&gt;
&lt;br /&gt;
== Giving the player an item ==&lt;br /&gt;
&lt;br /&gt;
The first thing that happens if the player talks to the barkeep and accepts the quest is that the barkeep will give him a key. The key is a &amp;quot;plot item&amp;quot;, meaning it will be shown in a separate section of the player's inventory and can't be given away or destroyed by the player, but the mechanism used here can give the player non-plot items as well.&lt;br /&gt;
&lt;br /&gt;
The function UT_AddItemToInventory takes a resource variable as its parameter. It causes a new instance of the item to be created and added. If you call it multiple times with the same resource, earlier copies won't be affected - multiple copies of the item will be created. You'll see one way of removing an object from the player's inventory at the end of the quest when the innkeeper takes back his sword.&lt;br /&gt;
&lt;br /&gt;
== Using a trigger to initiate conversation ==&lt;br /&gt;
&lt;br /&gt;
We want the bandit and his loyal patrons to attack the player before the lever can be pulled. A trigger has been placed in such a manner that the player will have to pass through it before reaching the lever; the trick is now to use that trigger to make the things we want to have happen, happen.&lt;br /&gt;
&lt;br /&gt;
When a trigger is entered by any entity the trigger's event script is sent an EVENT_TYPE_ENTER event. Note that this is sent ''every'' time the trigger is entered, by ''any'' entity, so the first thing we'll need to do in the event script is a test to ensure that the triggering entity is the player or one of his party members.&lt;br /&gt;
&lt;br /&gt;
The IsPartyMember function tests to see whether an object is player-controllable, which is true for the player's character and for any creature currently in the player's party. We call it on the event's creator to check if this is the right person; if it's not the event script does nothing.&lt;br /&gt;
&lt;br /&gt;
If we wanted the bandit and patrons to simply charge and attack the player, we'd have the trigger call UT_TeamGoesHostile(BANDIT_TEAM); directly (the bandit and patrons' creature templates are all set to the same team so that we don't need to set each one hostile individually). In this case an unexplained attack would be strange, so instead a conversation has been set up that has the bandit and patrons explain themselves before attacking. So we've set the trigger script to call UT_Talk instead.&lt;br /&gt;
&lt;br /&gt;
Once this has been called, we never want the trigger to fire again for anyone. It is important to note that setting a trigger to &amp;quot;inactive&amp;quot; will ''not'' work; an inactive trigger still fires EVENT_TYPE_ENTER whenever an entity enters it. There are several approaches that can be used here:&lt;br /&gt;
&lt;br /&gt;
*Set the event script to check the trigger's active status and not perform any action if it's inactive&lt;br /&gt;
*Use a plot flag to make the code only fire once&lt;br /&gt;
*call Safe_Destroy_Object(OBJECT_SELF, 0); to destroy the trigger entirely&lt;br /&gt;
&lt;br /&gt;
Since there will be no circumstances where we'll need the trigger to become active again in the future, destroying the trigger is the simplest and most foolproof way of accomplishing this.&lt;br /&gt;
&lt;br /&gt;
== Using a placeable to call a script ==&lt;br /&gt;
&lt;br /&gt;
The lever placeable has a &amp;quot;use&amp;quot; option that allows the player to flip it from one state to the other. When this happens an EVENT_TYPE_USE event is sent to the placeable's event script. We've added a custom event script to the lever to intercept this event and do something special; demo200pl_security_lever.nss.&lt;br /&gt;
&lt;br /&gt;
Rather than handling all the details of what should happen when the lever is pulled right in this script, though, we've instead put them into the main plot file's script. The custom placeable script serves only to set the appropriate main plot file flag.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Failure to exit combat mode after defeating the bandits in the inn ===&lt;br /&gt;
&lt;br /&gt;
Try clearing out the folder My Documents\BioWare\Dragon Age\packages\core\override. As of version 1.0.982.0 of the Dragon Age Toolset, the export process deposits certain files to that override folder, which is currently causing conflicts within the game. One immediate indication of this may be that the player character is initially in their undergarments during character generation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials, Modules]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=9074</id>
		<title>Area layouts used in the single player module</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=9074"/>
				<updated>2009-12-27T18:52:15Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Added more links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will help those that dont want to go through every area layout to find the one they want.&lt;br /&gt;
Hope this helps -RandyG&lt;br /&gt;
&lt;br /&gt;
== brc ==&lt;br /&gt;
*brc501d - Road with a lake&lt;br /&gt;
*brc504d - Mountain road&lt;br /&gt;
*brc505d - Road with river and waterfall&lt;br /&gt;
*brc999d - Player Camp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== den ==&lt;br /&gt;
*den000d - Denerim Burning&lt;br /&gt;
*den001d - Denerim Royal Palace&lt;br /&gt;
*den005d - Denerim Palace District Arl Estate&lt;br /&gt;
*den009d - Haven Village: Shop&lt;br /&gt;
*den020d - Denerim: Gnawed Noble Tavern&lt;br /&gt;
*den200d - Denerim Alienage: Day&lt;br /&gt;
*den200n - Denerim Alienage: Night&lt;br /&gt;
*den202d - Store&lt;br /&gt;
*den207d - House&lt;br /&gt;
*den312d - Denerim: The Pearl&lt;br /&gt;
*den400d - Denerim Market&lt;br /&gt;
&lt;br /&gt;
*den900d - Den Alienage&lt;br /&gt;
*den998d - Denerim Market Warehouse&lt;br /&gt;
&lt;br /&gt;
== hrt ==&lt;br /&gt;
*hrt000d - Lothering&lt;br /&gt;
*hrt001d - chantry&lt;br /&gt;
*hrt002d - Lothering: Dane's Refuge&lt;br /&gt;
*hrt201d - highever/cousland castle human noble start&lt;br /&gt;
*hrt201n - highever/cousland castle under attack&lt;br /&gt;
&lt;br /&gt;
== lak ==&lt;br /&gt;
*lak101 - 110 - shops/rooms&lt;br /&gt;
*lak200d- castle exit&lt;br /&gt;
*lak201d- redcliff&lt;br /&gt;
*lak202d- redcliff-upstairs&lt;br /&gt;
*lak203d- dungeon&lt;br /&gt;
&lt;br /&gt;
== lgt ==&lt;br /&gt;
*lgt101d- Redcliff: Tavern&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=9073</id>
		<title>Area layouts used in the single player module</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=9073"/>
				<updated>2009-12-27T18:47:27Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* Den */ Added more links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will help those that dont want to go through every area layout to find the one they want.&lt;br /&gt;
Hope this helps -RandyG&lt;br /&gt;
== brc ==&lt;br /&gt;
*forrest&lt;br /&gt;
&lt;br /&gt;
== Den ==&lt;br /&gt;
*den000d - Denerim Burning&lt;br /&gt;
*den001d - Denerim Royal Palace&lt;br /&gt;
*den005d - Denerim Palace District Arl Estate&lt;br /&gt;
*den009d - Haven Village: Shop&lt;br /&gt;
*den020d - Denerim: Gnawed Noble Tavern&lt;br /&gt;
*den200d - Denerim Alienage: Day&lt;br /&gt;
*den200n - Denerim Alienage: Night&lt;br /&gt;
*den202d - Store&lt;br /&gt;
*den207d - House&lt;br /&gt;
*den312d - Denerim: The Pearl&lt;br /&gt;
*den400d - Denerim Market&lt;br /&gt;
&lt;br /&gt;
*den900d - Den Alienage&lt;br /&gt;
*den998d - Denerim Market Warehouse&lt;br /&gt;
&lt;br /&gt;
== hrt ==&lt;br /&gt;
*hrt000d - Lothering&lt;br /&gt;
*hrt001d - chantry&lt;br /&gt;
*hrt002d - inn&lt;br /&gt;
*hrt201d - highever/cousland castle human noble start&lt;br /&gt;
*hrt201n - highever/cousland castle under attack&lt;br /&gt;
&lt;br /&gt;
== Lak ==&lt;br /&gt;
*lak101 - 110 - shops/rooms&lt;br /&gt;
*lak200d- castle exit&lt;br /&gt;
*lak201d- redcliff&lt;br /&gt;
*lak202d- redcliff-upstairs&lt;br /&gt;
*lak203d- dungeon&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Design&amp;diff=9072</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Design&amp;diff=9072"/>
				<updated>2009-12-27T18:40:40Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* Database resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dragon Age toolset has two main classes of resource; designer resources that are stored in a [[database]] and art resources that are stored as files in your filesystem.&lt;br /&gt;
&lt;br /&gt;
See [[resource list]] for a comprehensive list of all of the resource types.&lt;br /&gt;
&lt;br /&gt;
== Database resources ==&lt;br /&gt;
&lt;br /&gt;
Resources stored in the toolset's accompanying database are for the most part focused on the mechanics of the game - the stuff that makes an adventure &amp;quot;work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* The [[resource palette]] details the main interface for selecting designer resources for editing.&lt;br /&gt;
&lt;br /&gt;
*[[Creating new resources]]&lt;br /&gt;
*[[Deleting resources]]&lt;br /&gt;
*[[Modifying resources]]&lt;br /&gt;
&lt;br /&gt;
*[[String editor]] - A tool that allows quick and easy access to all text that might be presented to the player in the game.&lt;br /&gt;
&lt;br /&gt;
* [[Builder to builder]] - The mechanisms used by the toolset that allow packages of game resources to be shared between multiple collaborating builders. This is not intended for [[builder to player]] packaging, which produces installable files suitable for distribution to end users.&lt;br /&gt;
&lt;br /&gt;
*[[Exporting and running a module]]&lt;br /&gt;
&lt;br /&gt;
*[[ToolSet: Area Layouts]]&lt;br /&gt;
&lt;br /&gt;
*[[Single Player Campaign Map Pin List]]&lt;br /&gt;
&lt;br /&gt;
== Art resources ==&lt;br /&gt;
&lt;br /&gt;
*[[Level editor]] (note that this is distinct from the [[Area]] editor)&lt;br /&gt;
*[[Morph]]s are generated with the face-morphing tool.&lt;br /&gt;
*[[FMOD]] generates sounds.&lt;br /&gt;
*[[FaceFX]] handles facial expressions and lip-synching.&lt;br /&gt;
*[[Animation blend tree editor]]&lt;br /&gt;
*[[Material editor]]&lt;br /&gt;
*[[VFX editor]]&lt;br /&gt;
**[[VFX list]] lists visual effects in Dragon Age's library.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Design&amp;diff=9071</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Design&amp;diff=9071"/>
				<updated>2009-12-27T18:40:04Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* Database resources */ Added links to Original Campaign Area Layouts and Map Pin List&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dragon Age toolset has two main classes of resource; designer resources that are stored in a [[database]] and art resources that are stored as files in your filesystem.&lt;br /&gt;
&lt;br /&gt;
See [[resource list]] for a comprehensive list of all of the resource types.&lt;br /&gt;
&lt;br /&gt;
== Database resources ==&lt;br /&gt;
&lt;br /&gt;
Resources stored in the toolset's accompanying database are for the most part focused on the mechanics of the game - the stuff that makes an adventure &amp;quot;work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* The [[resource palette]] details the main interface for selecting designer resources for editing.&lt;br /&gt;
&lt;br /&gt;
*[[Creating new resources]]&lt;br /&gt;
*[[Deleting resources]]&lt;br /&gt;
*[[Modifying resources]]&lt;br /&gt;
&lt;br /&gt;
*[[String editor]] - A tool that allows quick and easy access to all text that might be presented to the player in the game.&lt;br /&gt;
&lt;br /&gt;
* [[Builder to builder]] - The mechanisms used by the toolset that allow packages of game resources to be shared between multiple collaborating builders. This is not intended for [[builder to player]] packaging, which produces installable files suitable for distribution to end users.&lt;br /&gt;
&lt;br /&gt;
*[[Exporting and running a module]]&lt;br /&gt;
&lt;br /&gt;
*[[Toolset: Area Layouts]]&lt;br /&gt;
&lt;br /&gt;
*[[Single Player Campaign Map Pin List]]&lt;br /&gt;
&lt;br /&gt;
== Art resources ==&lt;br /&gt;
&lt;br /&gt;
*[[Level editor]] (note that this is distinct from the [[Area]] editor)&lt;br /&gt;
*[[Morph]]s are generated with the face-morphing tool.&lt;br /&gt;
*[[FMOD]] generates sounds.&lt;br /&gt;
*[[FaceFX]] handles facial expressions and lip-synching.&lt;br /&gt;
*[[Animation blend tree editor]]&lt;br /&gt;
*[[Material editor]]&lt;br /&gt;
*[[VFX editor]]&lt;br /&gt;
**[[VFX list]] lists visual effects in Dragon Age's library.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Design&amp;diff=9070</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Design&amp;diff=9070"/>
				<updated>2009-12-27T18:36:22Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* Database resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dragon Age toolset has two main classes of resource; designer resources that are stored in a [[database]] and art resources that are stored as files in your filesystem.&lt;br /&gt;
&lt;br /&gt;
See [[resource list]] for a comprehensive list of all of the resource types.&lt;br /&gt;
&lt;br /&gt;
== Database resources ==&lt;br /&gt;
&lt;br /&gt;
Resources stored in the toolset's accompanying database are for the most part focused on the mechanics of the game - the stuff that makes an adventure &amp;quot;work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* The [[resource palette]] details the main interface for selecting designer resources for editing.&lt;br /&gt;
&lt;br /&gt;
*[[Creating new resources]]&lt;br /&gt;
*[[Deleting resources]]&lt;br /&gt;
*[[Modifying resources]]&lt;br /&gt;
&lt;br /&gt;
*[[String editor]] - A tool that allows quick and easy access to all text that might be presented to the player in the game.&lt;br /&gt;
&lt;br /&gt;
* [[Builder to builder]] - The mechanisms used by the toolset that allow packages of game resources to be shared between multiple collaborating builders. This is not intended for [[builder to player]] packaging, which produces installable files suitable for distribution to end users.&lt;br /&gt;
&lt;br /&gt;
*[[Exporting and running a module]]&lt;br /&gt;
&lt;br /&gt;
*[[Single Player Campaign Map Pin List]]&lt;br /&gt;
&lt;br /&gt;
== Art resources ==&lt;br /&gt;
&lt;br /&gt;
*[[Level editor]] (note that this is distinct from the [[Area]] editor)&lt;br /&gt;
*[[Morph]]s are generated with the face-morphing tool.&lt;br /&gt;
*[[FMOD]] generates sounds.&lt;br /&gt;
*[[FaceFX]] handles facial expressions and lip-synching.&lt;br /&gt;
*[[Animation blend tree editor]]&lt;br /&gt;
*[[Material editor]]&lt;br /&gt;
*[[VFX editor]]&lt;br /&gt;
**[[VFX list]] lists visual effects in Dragon Age's library.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Placeable_tutorial&amp;diff=8837</id>
		<title>Placeable tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Placeable_tutorial&amp;diff=8837"/>
				<updated>2009-12-15T03:21:03Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Dragon Age, &amp;quot;[[placeable]]s&amp;quot; are objects that a player can interact with or are objects simply added to the area to create greater detail. They are added to areas simply by dropping them into the area landscape. Once placed, they can easily be moved into position or rotated on their axis to achieve the look you want.&lt;br /&gt;
&lt;br /&gt;
In general, placeables can serve a wide variety of functions. They can render popup text. They can be destroyed or bashed or hold inventory or treasure within. They can be holders of conversations. In this tutorial we'll mainly stick to the basics, but placeables are an important part of any area design.&lt;br /&gt;
&lt;br /&gt;
== Creating A Placeable ==&lt;br /&gt;
&lt;br /&gt;
Similar to creating anything within the toolset, go to File &amp;gt; New &amp;gt; Placeable or right click in the Palette Window to access the New Placeable option.&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|New resource menu]]&lt;br /&gt;
&lt;br /&gt;
The first step is naming the placeable. We'll need a door for the tutorial so lets start with a door that will serve as an area transition. Name the placeable &amp;quot;transition_door&amp;quot;. Luckily and unluckily, the default object is a door. The lucky part is that it is a door. The unlucky part is that this is a non-area transition door. There are two types of doors, ones that open and allow for an area transition and ones that simply open. For the upcoming [[area tutorial]] we need a door that will allow the player to move from outside the hut to inside the hut.&lt;br /&gt;
&lt;br /&gt;
Doors that allow transitions are all grouped under the Appearance beginning with &amp;quot;Area Transition&amp;quot;. Change the appearance to be &amp;quot;Area Transition, Ferelden, Small&amp;quot;. The placeable has the exact same appearance it had but now it will be able to function as an area transition. For more detail on doors, please see [[door]]s. They are a bit unique within the placeable world so it is important to understand how the two types function as well as some of the finer options that are available.&lt;br /&gt;
&lt;br /&gt;
Note that when you are placing an area transition door, the arrow should point in the direction you are going to travel. When placing a standard door the arrow points in the direction the door will open.&lt;br /&gt;
&lt;br /&gt;
As you can see, placeables are straightforward and easy to create. Let's build one more for our module before moving along with the tutorial. Again create a new placeable and let's name it &amp;quot;statue&amp;quot;. Any good exterior can always use a statue. For this lets set the appearance to &amp;quot;Statue, Giant&amp;quot; and rename the placeable &amp;quot;Huge Statue&amp;quot;. By default, the placeable is &amp;quot;Interactive&amp;quot; so let's toggle that setting to false:&lt;br /&gt;
'''Scroll down to Stats; locate Interactive;'''&lt;br /&gt;
Use the drop down menu OR just double click on TRUE to toggle the state. &lt;br /&gt;
Now our statue is ready to be placed. It is basically an addition to the landscape. It won't be something you can interact with but it can add detail to your area and to your story.&lt;br /&gt;
&lt;br /&gt;
While we are in the tutorial, let's quickly cover checking in and checking out resources which is a new concept for Dragon Age. For a more detailed summary, please see [[Resource palette]]. Briefly, in Dragon Age resources are stored within databases. When you work on a module and alter any existing work or create new work, you are creating an instance of the object (be it a placeable, item, creature, area etc.). There are a number of benefits for this that are beyond the scope of this tutorial but when you edit something, it has to be &amp;quot;checked out&amp;quot; (or never checked in) with you working on an instance.&lt;br /&gt;
&lt;br /&gt;
For example, select your new statue and right click and you will see that many common tasks are NOT available because it has not been &amp;quot;[[checked in]]&amp;quot; to the database. For example, you can't rename or delete the placeable. In order to rename the placeable, we'll need to check in the placeable. Right click and select check in. Check the box for no comment or enter a comment and hit ok. At this point, the resource has been written to the database. Once the object is &amp;quot;checked in&amp;quot; you can adjust the name or delete it if you so choose (assuming it doesn't have other dependent resources).&lt;br /&gt;
&lt;br /&gt;
== Placing / Adjusting your Placeable ==&lt;br /&gt;
&lt;br /&gt;
That is a brief overview of how to create your first placeables. Now let's cover putting them into your module. To place a placeable, simply bring up an area (which we will make in the [[Area Tutorial]]), then highlight the placeable (which can be found by clicking on the table image in the palette window) and left-click within the region.&lt;br /&gt;
&lt;br /&gt;
To adjust the position or orientation of the object, you'll need to use the Camera and Movement Toolbar:&lt;br /&gt;
&lt;br /&gt;
[[Image:Camera and movement toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
To adjust the x,y,z position either activate the Local Coordinates button [[Image:IconLocalCoordinates.png]] or use the keyboard shortcut 'q'. With this activated, you can mouse over any axis (notice the change to the yellow highlight) and the object will move only in the selected dimension. &lt;br /&gt;
&lt;br /&gt;
To adjust the rotational orientation, highlight the 3 Axis Rotation button [[Image:Icon3AxisRotation.png]] or use the keyboard shortcut 'e'. In a similar fashion, you can easily selected and adjust the rotational orientation of the placeable.&lt;br /&gt;
&lt;br /&gt;
'R' is the keyboard shortcut to return to the standard selection tool [[Image:IconStandardSelection.png]].&lt;br /&gt;
&lt;br /&gt;
(For much more detail regarding 3D controls please see the [[3D control]] page).&lt;br /&gt;
&lt;br /&gt;
Of course, you can use the Object Inspector to type in exact numbers for any of these parameters you choose. Simply ensure the object is selected within the area viewer and type in your changes.&lt;br /&gt;
&lt;br /&gt;
== Field Notes ==&lt;br /&gt;
&lt;br /&gt;
*'''Character''': Mapping a character to a placeable is done for VO when a placeable owns a conversation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Placeables]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Area_tutorial&amp;diff=8836</id>
		<title>Area tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Area_tutorial&amp;diff=8836"/>
				<updated>2009-12-15T03:12:13Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* Sound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating the area ==&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|New resource menu]]&lt;br /&gt;
&lt;br /&gt;
Once you have created a new module (see [[creating a module]]), the first thing you will likely want to do is create one or more areas where your adventure is going to be set. There are several ways to reach the &amp;quot;new area&amp;quot; command; you can right-click on the resource palette window, or select &amp;quot;new&amp;quot; from the file menu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Areas are represented with the [[Image:IconArea.png]] icon. When you select it you'll be presented with a &amp;quot;Create New Resource&amp;quot; window:&lt;br /&gt;
&lt;br /&gt;
[[Image:Create new resource.png|center|]]&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Resref names should be useful to the designer&lt;br /&gt;
* Set the &amp;quot;area layout&amp;quot; property to assign terrain to an area&lt;br /&gt;
* &amp;quot;Resource Name&amp;quot; and &amp;quot;Tag&amp;quot; are only seen by developers&lt;br /&gt;
* &amp;quot;Name&amp;quot; may be seen by players&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of the fields are already filled in with good defaults for the module you're working with. You'll need to supply a &amp;quot;ResRef Name&amp;quot;, which is the name by which the resource will be known internally to the toolset. (This is the &amp;quot;Name&amp;quot; field on the &amp;quot;Create New Resource&amp;quot; dialog box.) You'll probably want to use a name that will remind you, the module designer, of the purpose or important features of the area. Changing a resource's name is difficult to do later. We're going to call the first area of the tutorial &amp;quot;hut_exterior&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After creating the area you'll be presented with a completely blank area editor. There will be no environment or objects of any kind. To specify what environment you'll be placing objects into, open the object inspector and select the &amp;quot;Area Layout&amp;quot; property. There will be an ellipsis button ([[Image:ellipsis.png]]) in the property's data field that will bring up a resource selection window where you can select an environment to use for this area. The environment we wish to select is in the area layout file &amp;quot;ost101d.arl&amp;quot;. Once we select it, the area layout appears in the main area window.&lt;br /&gt;
&lt;br /&gt;
The resource's internal resource name is hut_exterior but the player will not see this when he's playing the game. To give the area a name meaningful to the player we'll set the &amp;quot;Name&amp;quot; field to &amp;quot;Deep in the Swamp&amp;quot;. All of the other defaults are fine for now, we will leave them as is.&lt;br /&gt;
&lt;br /&gt;
[[Image:Area tutorial 1.png|thumb|600px|center]]&lt;br /&gt;
&lt;br /&gt;
== Area Basics ==&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* See [[3D control]] for camera and movement controls&lt;br /&gt;
* You can double-click on an object in the area's object list to zoom in to it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Moving the view around inside the area layout can be somewhat non-intuitive and frustrating at first. The toolset has a number of different control schemes it can be set to; see [[3D control]] for a summary of the various options. By default, you can:&lt;br /&gt;
&lt;br /&gt;
* zoom in and out by using the mouse wheel&lt;br /&gt;
* rotate the camera around the target it's focused on by holding the middle button down or by holding down the Ctrl key and the right mouse button while moving the mouse&lt;br /&gt;
* translate the camera by holding down the Ctrl key and the left mouse button while moving the mouse&lt;br /&gt;
&lt;br /&gt;
To see where you are a bit better, it is helpful to deactivate real lighting or turn on full brightness.  Above the area viewer, the sun-like button should be toggled so that it isn't highlighted; see [[Area]] for a more complete summary of various options within the Area Editor.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Area Editor may show your level as a wireframe when you create it. You can switch from a wireframe view to a normal view by going to the View menu and choosing View/Environment/Render Mode/Normal.&lt;br /&gt;
&lt;br /&gt;
Before we move along to placing a starting location, it is important to touch upon Pathfinding points.  All BioWare areas include walkmesh or pathfinding information.  To view pathfinding information for your area, goto View, then Environment, and then toggle Pathfinding Points on.  The green dots represent areas where characters can walk.  Note, in this map, the area that is walkable is quite small compared to the entire area.  When placing your starting location, you should ensure it is in a walkable portion of the area.&lt;br /&gt;
&lt;br /&gt;
== Setting the start point ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Create a waypoint to mark where the player starts the game&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is going to be the starting area for the adventure, so we're going to want to define a spot within the area where the player will first appear. This is done by setting a [[waypoint]]. Waypoints are very simple objects that mark locations in an area that other objects in the game can refer to; they are not normally visible to the player. To create a waypoint, right-click somewhere in the area and select &amp;quot;Insert Waypoint&amp;quot; from the resulting menu. A waypoint will appear at the location of your mouse pointer and follow it around along the area's floor; move it to the approximate place you want to have the player appear and left-click to place it. By default the waypoint is named &amp;quot;Waypoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The waypoint will be automatically selected, indicated by a yellow wireframe box surrounding it. You'll also see the waypoint listed in the area's object list, to the left of the display window. If you lose track of the waypoint later a good way to find it again is to right-click on the waypoint in the list and select &amp;quot;Zoom to Object&amp;quot; in the resulting menu or double click on its tag to center the object in the display window. The waypoint's properties will be shown in the object inspector. We want to change the waypoint's name to something more informative, in this case to &amp;quot;start&amp;quot;. More importantly for the game itself, though, we'll also want to change the waypoint's tag to &amp;quot;start&amp;quot; (it defaults to blank). An object's tag is how scripts and other resources will refer to the waypoint. Since this particular waypoint is never going to be visible to the player it's likely that the waypoint's name will never be seen at all.&lt;br /&gt;
&lt;br /&gt;
The player will also start out facing in the same direction that the waypoint is facing (indicated by the arrow-shaped base of the waypoint object). If we don't want the player to start out facing in the default direction, we'll want to rotate the waypoint to point in a new direction. To rotate an object, use the toolbar to switch from standard selection mode ([[Image:Standard selection mode.png]]) to 3-axis rotation mode ([[Image:3 axis rotation mode.png]]). &lt;br /&gt;
When you select the waypoint in this mode you'll see a set of circles around the waypoint's base with various orientations; clicking and holding the mouse button on one of them will allow you to rotate the waypoint around its center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waypoint rotation.png|center]]&lt;br /&gt;
&lt;br /&gt;
Now that we have an area and a waypoint to start at, we can now tell the module that this is where the player is to appear. Reopen the &amp;quot;Manage Modules&amp;quot; window (available via a command under the File menu), select your module, and click the &amp;quot;Properties&amp;quot; button. This opens the module's properties. For the &amp;quot;Starting Area&amp;quot; property, click on the ellipsis button ([[Image:ellipsis.png]]) and select the starting area from the areas available in the module; since we've only put one area in so far &amp;quot;hut_exterior&amp;quot; will be the only available option. Once the area has been selected we can then select the starting waypoint from the waypoints currently placed in the area. Note that the list will show waypoint tags rather than names. Again, we've only put in one so this will be easy. You can also set the player to appear at the origin of the map (coordinates 0,0,0), but this is generally a poor choice and available only as a default in case there are no waypoints defined yet.&lt;br /&gt;
&lt;br /&gt;
== Area transitions via doors ==&lt;br /&gt;
&lt;br /&gt;
Adventures almost always have more than one area in them, so we'll create a second area to demonstrate travel between the two. The area &amp;quot;hut_interior&amp;quot; will use area layout ost102d, which is a cosy little room that represents the interior of the small hut present in the hut_exterior area.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* [[Door]]s are special placeables&lt;br /&gt;
* Doors can attach to &amp;quot;hooks&amp;quot; pre-built into the area layout&lt;br /&gt;
* Area transition doors use a different &amp;quot;appearance&amp;quot; than within-area doors&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next we will need to create some doors. We'll create a default door placeable using the &amp;quot;New Placable&amp;quot; command, reached in a similar way as the &amp;quot;New Area&amp;quot; command explained earlier (placeables will be covered in the [[Placeable tutorial]], but the core game resources will come with a variety of default doors usable in many situations like this) and place it in the area near the empty doorframe built into the hut's exterior. For an area transition, use one of the &amp;quot;Area Transition&amp;quot; appearances for the door. To place the door, click on it in the palette; the mouse cursor will turn into a crosshair; then click in the area viewer near the doorframe.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you accidentally use one of the standard door appearances it won't work as an area transition: the door will simply swing open when clicked on instead. Each standard door appearance has a matching area transition door appearance in the resource database so this can be an easy mistake to make, but it's also easily correctable - just go back to the door's placeable resource and swap in the correct appearance, and all copies of that door in use throughout your game will be updated. The &amp;quot;Area Transition&amp;quot; doors are at the top under the Appearance list, e.g. &amp;quot;Area Transition, Ferelden Small&amp;quot; as apposed to &amp;quot;Door, Ferelden, Small&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You may notice that when the door you placed in the area is selected a small blue sphere will appear at one edge in addition to the yellow wireframe bounding box. This is the door's &amp;quot;hook&amp;quot;. Area layouts come with hidden &amp;quot;hooks&amp;quot; pre-installed to place doors on, and doors have matching hooks of their own. If you click on the blue sphere it will turn red, and all of the compatible door hooks built into the area's layout will appear. The following image illustrates this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Door with door hook selected.png|400px|center|thumb|Drag the red sphere near to the blue sphere to automatically position the door]]&lt;br /&gt;
&lt;br /&gt;
To hook a door up with its frame, simply click and drag the door's hook to a location very close to the matching frame hook. You don't need to get the positioning exact; if the two hooks are close enough together when you release the mouse button they'll automatically snap together. The door will be positioned and reoriented to fit correctly into the frame. Make sure you're still in the 'Standard Selection' mode ([[Image:IconStandardSelection.png]]) for the snap to occur, if you're in the more advanced 3 Axis Movement tool, the snap will not happen.&lt;br /&gt;
&lt;br /&gt;
Note that door hooks are only there to make it easy to get exact matches on frames and walls that need a snug fit, to ensure that Artists and Designers don't have to spend a lot of time putting it in place. Doors will function just as well off of hooks as on them.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Area transition effect is defined in the door's &amp;quot;Variables&amp;quot; property&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next, we'll tell the game engine that the door is an area transition door and that when the player clicks on it he will be transported to another area of the game. This is done by setting two of the door's [[variable]]s. Select the door (either in the area's object palette or directly in the main display window) and right-click on it, selecting &amp;quot;properties&amp;quot; from the resulting menu. This will open the door's properties in the Object Inspector window. Select the &amp;quot;Variables&amp;quot; property and click on the ellipsis ([[Image:ellipsis.png]]) button. This will open up the variable browser for that particular instance of the door object.&lt;br /&gt;
&lt;br /&gt;
There are two key variables in this list that we'll need to set:&lt;br /&gt;
&lt;br /&gt;
*PLC_AT_DEST_AREA_TAG - tag of the destination area&lt;br /&gt;
*PLC_AT_DEST_TAG - tag of the destination waypoint within the destination area. This is a waypoint that you must add. It is NOT added automatically when you create the door.&lt;br /&gt;
&lt;br /&gt;
Once we've set these the door will become an area transition door, and when the player interacts with it they'll be transported to the target area.&lt;br /&gt;
&lt;br /&gt;
The destination area is &amp;quot;hut_interior&amp;quot;. We'll create a waypoint just inside the hut's interior door, tagged &amp;quot;hut_door_interior&amp;quot;, to serve as the place where the player appears.&lt;br /&gt;
&lt;br /&gt;
Here is how the exterior door's variables should look:&lt;br /&gt;
&lt;br /&gt;
[[Image:Area tutorial door variables.png|frame|center|Area transition door's variables]]&lt;br /&gt;
&lt;br /&gt;
And here is the interior door, with the destination waypoint:&lt;br /&gt;
&lt;br /&gt;
[[Image:Area tutorial interior door.png|frame|center|Interior door with destination waypoint]]&lt;br /&gt;
&lt;br /&gt;
The interior door is set up in the same manner, with a destination area of &amp;quot;hut_exterior&amp;quot; and a matching destination waypoint of &amp;quot;hut_door_exterior&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Use invisible area transition &amp;quot;doors&amp;quot; when the transition is already built into the area layout art&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you want to create an area transition that doesn't look like a door, or is otherwise already represented by the level art, you can use an invisible 'door' instead. Appearances for these invisible placeables are named &amp;quot;Area Transition, Invisible&amp;quot;. Set its variables the same way as was done for the visible door.&lt;br /&gt;
&lt;br /&gt;
[[Image:Area Transition, Invisible.png|frame|center|Invisible area transition]]&lt;br /&gt;
&lt;br /&gt;
The player won't see this 'door' in the game, but when he moves the mouse pointer over it it will change to signify that an area transition lies there and it can be right-clicked to be activated just like a visible door.&lt;br /&gt;
&lt;br /&gt;
== Area transitions via triggers ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Triggers use variables with a different prefix for setting their area transition effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Finally, you can also create an area transition that triggers automatically when the player walks into a predefined area. This is done using [[trigger]]s. ([[Image:IconTrigger.png]]) You'll first have to create a trigger resource, much like how you had to create a placeable door earlier, but trigger resources are much simpler and for area transitions you won't need to change any of the defaults. Create a default trigger with &amp;quot;New -&amp;gt; Trigger&amp;quot; (either by right-clicking the resource palette or from the File menu) and give it an informative name such as &amp;quot;trigger_area_transition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Go back to your area map, select the trigger from the resource palette, and then click on the map to define the corner points of the area the trigger will occupy. Double-click the last vertex to complete the polygon. A trigger can have any number of vertices, and vertices can be moved, added, or deleted after the trigger is created so don't worry if you don't get it exactly right. Note that the blue plane the trigger uses to show the enclosed area will pass through the ground and may not be entirely visible in the toolset, but it extends infinitely upward so the trigger will still take effect if the player enters its boundaries.&lt;br /&gt;
&lt;br /&gt;
To set the trigger's destination, you'll find a familiar pair of variables in the trigger's default variable table:&lt;br /&gt;
&lt;br /&gt;
*TRIGGER_AT_DEST_AREA_TAG - tag of the destination area&lt;br /&gt;
*TRIGGER_AT_DEST_TAG - tag of the destination waypoint within the destination area&lt;br /&gt;
&lt;br /&gt;
(Note the prefix &amp;quot;TRIGGER&amp;quot; instead of &amp;quot;PLC&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Below is an example where we've placed both a trigger and an invisible door across a pathway. Note that this is redundant, only one or the other is really needed. For most purposes a placeable area transition is probably best. (''It is worth noting that placeable area transitions prompt a popup asking the player if they want to transition when bumped, but not when clicked upon - effectively acting as either a door or a trigger.'') The waypoint shown is the arrival spot for the player when coming in from the other side; note how it's placed outside the trigger area, allowing the player to immediately back up and retreat through the area transition if he chooses. &lt;br /&gt;
&lt;br /&gt;
[[Image:Area Transition, invisible with trigger.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Grouping Placeables ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Two or more placeables can be grouped together using Associations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Often the placeables within an area are related. For example, a firepit placeable probably has an associated sound emitter. The toolset needs to be told that these two objects are related. &lt;br /&gt;
&lt;br /&gt;
# Create a new Placeable and change its &amp;quot;Appearance&amp;quot; to &amp;quot;Firepit (Dialog)&amp;quot;, then place it in your area. Remember that if you can't see the new placable, make sure you have the correct module open.&lt;br /&gt;
# Next, click on the musical note icon in the Palette for &amp;quot;Sounds&amp;quot;. &lt;br /&gt;
# In the folder tree, go to global_amb_fade &amp;gt; 3D_placeables &amp;gt; 3d_emitter and select the amb_ext_smfire1_lp and place the emitter in your area.&lt;br /&gt;
# Right-click on the firepit to bring up the menu and choose &amp;quot;Add Associated object.&amp;quot; The cursor changes to a cross-hair. &lt;br /&gt;
# Click on the sound emitter placeable. &lt;br /&gt;
&lt;br /&gt;
Now when you drag the firepit placeable around the area, the sound emitter will automatically follow. Use the &amp;quot;Managed Links&amp;quot; menu item if you want to remove an association. Note that associations are uni-directional; you can still move the sound emitter without moving the firepit. Examples of other useful associations: a table and all of the items on top of the table, a table surrounded by chairs, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
Sounds are placed using the Area Editor. For more details see [[Sound]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Area_tutorial&amp;diff=8835</id>
		<title>Area tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Area_tutorial&amp;diff=8835"/>
				<updated>2009-12-15T03:11:38Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating the area ==&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|New resource menu]]&lt;br /&gt;
&lt;br /&gt;
Once you have created a new module (see [[creating a module]]), the first thing you will likely want to do is create one or more areas where your adventure is going to be set. There are several ways to reach the &amp;quot;new area&amp;quot; command; you can right-click on the resource palette window, or select &amp;quot;new&amp;quot; from the file menu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Areas are represented with the [[Image:IconArea.png]] icon. When you select it you'll be presented with a &amp;quot;Create New Resource&amp;quot; window:&lt;br /&gt;
&lt;br /&gt;
[[Image:Create new resource.png|center|]]&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Resref names should be useful to the designer&lt;br /&gt;
* Set the &amp;quot;area layout&amp;quot; property to assign terrain to an area&lt;br /&gt;
* &amp;quot;Resource Name&amp;quot; and &amp;quot;Tag&amp;quot; are only seen by developers&lt;br /&gt;
* &amp;quot;Name&amp;quot; may be seen by players&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of the fields are already filled in with good defaults for the module you're working with. You'll need to supply a &amp;quot;ResRef Name&amp;quot;, which is the name by which the resource will be known internally to the toolset. (This is the &amp;quot;Name&amp;quot; field on the &amp;quot;Create New Resource&amp;quot; dialog box.) You'll probably want to use a name that will remind you, the module designer, of the purpose or important features of the area. Changing a resource's name is difficult to do later. We're going to call the first area of the tutorial &amp;quot;hut_exterior&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After creating the area you'll be presented with a completely blank area editor. There will be no environment or objects of any kind. To specify what environment you'll be placing objects into, open the object inspector and select the &amp;quot;Area Layout&amp;quot; property. There will be an ellipsis button ([[Image:ellipsis.png]]) in the property's data field that will bring up a resource selection window where you can select an environment to use for this area. The environment we wish to select is in the area layout file &amp;quot;ost101d.arl&amp;quot;. Once we select it, the area layout appears in the main area window.&lt;br /&gt;
&lt;br /&gt;
The resource's internal resource name is hut_exterior but the player will not see this when he's playing the game. To give the area a name meaningful to the player we'll set the &amp;quot;Name&amp;quot; field to &amp;quot;Deep in the Swamp&amp;quot;. All of the other defaults are fine for now, we will leave them as is.&lt;br /&gt;
&lt;br /&gt;
[[Image:Area tutorial 1.png|thumb|600px|center]]&lt;br /&gt;
&lt;br /&gt;
== Area Basics ==&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* See [[3D control]] for camera and movement controls&lt;br /&gt;
* You can double-click on an object in the area's object list to zoom in to it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Moving the view around inside the area layout can be somewhat non-intuitive and frustrating at first. The toolset has a number of different control schemes it can be set to; see [[3D control]] for a summary of the various options. By default, you can:&lt;br /&gt;
&lt;br /&gt;
* zoom in and out by using the mouse wheel&lt;br /&gt;
* rotate the camera around the target it's focused on by holding the middle button down or by holding down the Ctrl key and the right mouse button while moving the mouse&lt;br /&gt;
* translate the camera by holding down the Ctrl key and the left mouse button while moving the mouse&lt;br /&gt;
&lt;br /&gt;
To see where you are a bit better, it is helpful to deactivate real lighting or turn on full brightness.  Above the area viewer, the sun-like button should be toggled so that it isn't highlighted; see [[Area]] for a more complete summary of various options within the Area Editor.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Area Editor may show your level as a wireframe when you create it. You can switch from a wireframe view to a normal view by going to the View menu and choosing View/Environment/Render Mode/Normal.&lt;br /&gt;
&lt;br /&gt;
Before we move along to placing a starting location, it is important to touch upon Pathfinding points.  All BioWare areas include walkmesh or pathfinding information.  To view pathfinding information for your area, goto View, then Environment, and then toggle Pathfinding Points on.  The green dots represent areas where characters can walk.  Note, in this map, the area that is walkable is quite small compared to the entire area.  When placing your starting location, you should ensure it is in a walkable portion of the area.&lt;br /&gt;
&lt;br /&gt;
== Setting the start point ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Create a waypoint to mark where the player starts the game&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is going to be the starting area for the adventure, so we're going to want to define a spot within the area where the player will first appear. This is done by setting a [[waypoint]]. Waypoints are very simple objects that mark locations in an area that other objects in the game can refer to; they are not normally visible to the player. To create a waypoint, right-click somewhere in the area and select &amp;quot;Insert Waypoint&amp;quot; from the resulting menu. A waypoint will appear at the location of your mouse pointer and follow it around along the area's floor; move it to the approximate place you want to have the player appear and left-click to place it. By default the waypoint is named &amp;quot;Waypoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The waypoint will be automatically selected, indicated by a yellow wireframe box surrounding it. You'll also see the waypoint listed in the area's object list, to the left of the display window. If you lose track of the waypoint later a good way to find it again is to right-click on the waypoint in the list and select &amp;quot;Zoom to Object&amp;quot; in the resulting menu or double click on its tag to center the object in the display window. The waypoint's properties will be shown in the object inspector. We want to change the waypoint's name to something more informative, in this case to &amp;quot;start&amp;quot;. More importantly for the game itself, though, we'll also want to change the waypoint's tag to &amp;quot;start&amp;quot; (it defaults to blank). An object's tag is how scripts and other resources will refer to the waypoint. Since this particular waypoint is never going to be visible to the player it's likely that the waypoint's name will never be seen at all.&lt;br /&gt;
&lt;br /&gt;
The player will also start out facing in the same direction that the waypoint is facing (indicated by the arrow-shaped base of the waypoint object). If we don't want the player to start out facing in the default direction, we'll want to rotate the waypoint to point in a new direction. To rotate an object, use the toolbar to switch from standard selection mode ([[Image:Standard selection mode.png]]) to 3-axis rotation mode ([[Image:3 axis rotation mode.png]]). &lt;br /&gt;
When you select the waypoint in this mode you'll see a set of circles around the waypoint's base with various orientations; clicking and holding the mouse button on one of them will allow you to rotate the waypoint around its center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waypoint rotation.png|center]]&lt;br /&gt;
&lt;br /&gt;
Now that we have an area and a waypoint to start at, we can now tell the module that this is where the player is to appear. Reopen the &amp;quot;Manage Modules&amp;quot; window (available via a command under the File menu), select your module, and click the &amp;quot;Properties&amp;quot; button. This opens the module's properties. For the &amp;quot;Starting Area&amp;quot; property, click on the ellipsis button ([[Image:ellipsis.png]]) and select the starting area from the areas available in the module; since we've only put one area in so far &amp;quot;hut_exterior&amp;quot; will be the only available option. Once the area has been selected we can then select the starting waypoint from the waypoints currently placed in the area. Note that the list will show waypoint tags rather than names. Again, we've only put in one so this will be easy. You can also set the player to appear at the origin of the map (coordinates 0,0,0), but this is generally a poor choice and available only as a default in case there are no waypoints defined yet.&lt;br /&gt;
&lt;br /&gt;
== Area transitions via doors ==&lt;br /&gt;
&lt;br /&gt;
Adventures almost always have more than one area in them, so we'll create a second area to demonstrate travel between the two. The area &amp;quot;hut_interior&amp;quot; will use area layout ost102d, which is a cosy little room that represents the interior of the small hut present in the hut_exterior area.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* [[Door]]s are special placeables&lt;br /&gt;
* Doors can attach to &amp;quot;hooks&amp;quot; pre-built into the area layout&lt;br /&gt;
* Area transition doors use a different &amp;quot;appearance&amp;quot; than within-area doors&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next we will need to create some doors. We'll create a default door placeable using the &amp;quot;New Placable&amp;quot; command, reached in a similar way as the &amp;quot;New Area&amp;quot; command explained earlier (placeables will be covered in the [[Placeable tutorial]], but the core game resources will come with a variety of default doors usable in many situations like this) and place it in the area near the empty doorframe built into the hut's exterior. For an area transition, use one of the &amp;quot;Area Transition&amp;quot; appearances for the door. To place the door, click on it in the palette; the mouse cursor will turn into a crosshair; then click in the area viewer near the doorframe.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you accidentally use one of the standard door appearances it won't work as an area transition: the door will simply swing open when clicked on instead. Each standard door appearance has a matching area transition door appearance in the resource database so this can be an easy mistake to make, but it's also easily correctable - just go back to the door's placeable resource and swap in the correct appearance, and all copies of that door in use throughout your game will be updated. The &amp;quot;Area Transition&amp;quot; doors are at the top under the Appearance list, e.g. &amp;quot;Area Transition, Ferelden Small&amp;quot; as apposed to &amp;quot;Door, Ferelden, Small&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You may notice that when the door you placed in the area is selected a small blue sphere will appear at one edge in addition to the yellow wireframe bounding box. This is the door's &amp;quot;hook&amp;quot;. Area layouts come with hidden &amp;quot;hooks&amp;quot; pre-installed to place doors on, and doors have matching hooks of their own. If you click on the blue sphere it will turn red, and all of the compatible door hooks built into the area's layout will appear. The following image illustrates this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Door with door hook selected.png|400px|center|thumb|Drag the red sphere near to the blue sphere to automatically position the door]]&lt;br /&gt;
&lt;br /&gt;
To hook a door up with its frame, simply click and drag the door's hook to a location very close to the matching frame hook. You don't need to get the positioning exact; if the two hooks are close enough together when you release the mouse button they'll automatically snap together. The door will be positioned and reoriented to fit correctly into the frame. Make sure you're still in the 'Standard Selection' mode ([[Image:IconStandardSelection.png]]) for the snap to occur, if you're in the more advanced 3 Axis Movement tool, the snap will not happen.&lt;br /&gt;
&lt;br /&gt;
Note that door hooks are only there to make it easy to get exact matches on frames and walls that need a snug fit, to ensure that Artists and Designers don't have to spend a lot of time putting it in place. Doors will function just as well off of hooks as on them.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Area transition effect is defined in the door's &amp;quot;Variables&amp;quot; property&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next, we'll tell the game engine that the door is an area transition door and that when the player clicks on it he will be transported to another area of the game. This is done by setting two of the door's [[variable]]s. Select the door (either in the area's object palette or directly in the main display window) and right-click on it, selecting &amp;quot;properties&amp;quot; from the resulting menu. This will open the door's properties in the Object Inspector window. Select the &amp;quot;Variables&amp;quot; property and click on the ellipsis ([[Image:ellipsis.png]]) button. This will open up the variable browser for that particular instance of the door object.&lt;br /&gt;
&lt;br /&gt;
There are two key variables in this list that we'll need to set:&lt;br /&gt;
&lt;br /&gt;
*PLC_AT_DEST_AREA_TAG - tag of the destination area&lt;br /&gt;
*PLC_AT_DEST_TAG - tag of the destination waypoint within the destination area. This is a waypoint that you must add. It is NOT added automatically when you create the door.&lt;br /&gt;
&lt;br /&gt;
Once we've set these the door will become an area transition door, and when the player interacts with it they'll be transported to the target area.&lt;br /&gt;
&lt;br /&gt;
The destination area is &amp;quot;hut_interior&amp;quot;. We'll create a waypoint just inside the hut's interior door, tagged &amp;quot;hut_door_interior&amp;quot;, to serve as the place where the player appears.&lt;br /&gt;
&lt;br /&gt;
Here is how the exterior door's variables should look:&lt;br /&gt;
&lt;br /&gt;
[[Image:Area tutorial door variables.png|frame|center|Area transition door's variables]]&lt;br /&gt;
&lt;br /&gt;
And here is the interior door, with the destination waypoint:&lt;br /&gt;
&lt;br /&gt;
[[Image:Area tutorial interior door.png|frame|center|Interior door with destination waypoint]]&lt;br /&gt;
&lt;br /&gt;
The interior door is set up in the same manner, with a destination area of &amp;quot;hut_exterior&amp;quot; and a matching destination waypoint of &amp;quot;hut_door_exterior&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Use invisible area transition &amp;quot;doors&amp;quot; when the transition is already built into the area layout art&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you want to create an area transition that doesn't look like a door, or is otherwise already represented by the level art, you can use an invisible 'door' instead. Appearances for these invisible placeables are named &amp;quot;Area Transition, Invisible&amp;quot;. Set its variables the same way as was done for the visible door.&lt;br /&gt;
&lt;br /&gt;
[[Image:Area Transition, Invisible.png|frame|center|Invisible area transition]]&lt;br /&gt;
&lt;br /&gt;
The player won't see this 'door' in the game, but when he moves the mouse pointer over it it will change to signify that an area transition lies there and it can be right-clicked to be activated just like a visible door.&lt;br /&gt;
&lt;br /&gt;
== Area transitions via triggers ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Triggers use variables with a different prefix for setting their area transition effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Finally, you can also create an area transition that triggers automatically when the player walks into a predefined area. This is done using [[trigger]]s. ([[Image:IconTrigger.png]]) You'll first have to create a trigger resource, much like how you had to create a placeable door earlier, but trigger resources are much simpler and for area transitions you won't need to change any of the defaults. Create a default trigger with &amp;quot;New -&amp;gt; Trigger&amp;quot; (either by right-clicking the resource palette or from the File menu) and give it an informative name such as &amp;quot;trigger_area_transition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Go back to your area map, select the trigger from the resource palette, and then click on the map to define the corner points of the area the trigger will occupy. Double-click the last vertex to complete the polygon. A trigger can have any number of vertices, and vertices can be moved, added, or deleted after the trigger is created so don't worry if you don't get it exactly right. Note that the blue plane the trigger uses to show the enclosed area will pass through the ground and may not be entirely visible in the toolset, but it extends infinitely upward so the trigger will still take effect if the player enters its boundaries.&lt;br /&gt;
&lt;br /&gt;
To set the trigger's destination, you'll find a familiar pair of variables in the trigger's default variable table:&lt;br /&gt;
&lt;br /&gt;
*TRIGGER_AT_DEST_AREA_TAG - tag of the destination area&lt;br /&gt;
*TRIGGER_AT_DEST_TAG - tag of the destination waypoint within the destination area&lt;br /&gt;
&lt;br /&gt;
(Note the prefix &amp;quot;TRIGGER&amp;quot; instead of &amp;quot;PLC&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Below is an example where we've placed both a trigger and an invisible door across a pathway. Note that this is redundant, only one or the other is really needed. For most purposes a placeable area transition is probably best. (''It is worth noting that placeable area transitions prompt a popup asking the player if they want to transition when bumped, but not when clicked upon - effectively acting as either a door or a trigger.'') The waypoint shown is the arrival spot for the player when coming in from the other side; note how it's placed outside the trigger area, allowing the player to immediately back up and retreat through the area transition if he chooses. &lt;br /&gt;
&lt;br /&gt;
[[Image:Area Transition, invisible with trigger.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Grouping Placeables ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Two or more placeables can be grouped together using Associations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Often the placeables within an area are related. For example, a firepit placeable probably has an associated sound emitter. The toolset needs to be told that these two objects are related. &lt;br /&gt;
&lt;br /&gt;
# Create a new Placeable and change its &amp;quot;Appearance&amp;quot; to &amp;quot;Firepit (Dialog)&amp;quot;, then place it in your area. Remember that if you can't see the new placable, make sure you have the correct module open.&lt;br /&gt;
# Next, click on the musical note icon in the Palette for &amp;quot;Sounds&amp;quot;. &lt;br /&gt;
# In the folder tree, go to global_amb_fade &amp;gt; 3D_placeables &amp;gt; 3d_emitter and select the amb_ext_smfire1_lp and place the emitter in your area.&lt;br /&gt;
# Right-click on the firepit to bring up the menu and choose &amp;quot;Add Associated object.&amp;quot; The cursor changes to a cross-hair. &lt;br /&gt;
# Click on the sound emitter placeable. &lt;br /&gt;
&lt;br /&gt;
Now when you drag the firepit placeable around the area, the sound emitter will automatically follow. Use the &amp;quot;Managed Links&amp;quot; menu item if you want to remove an association. Note that associations are uni-directional; you can still move the sound emitter without moving the firepit. Examples of other useful associations: a table and all of the items on top of the table, a table surrounded by chairs, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
Sounds are placed using the Area Editor. For more details see [[Sounds]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8802</id>
		<title>Creating a custom placeable from a model tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8802"/>
				<updated>2009-12-13T23:07:50Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* Edit your MMH and PHY files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Placeable]] based on a [[Model]] that is already active in your toolset. This process should work with any model, whether custom or packaged with the game. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Set-up your [[2DA]] file==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Placeables.xls]] file contains the placeable_types xls sheet that you will need to edit. The [[2DA]] page describes the process of creating the 2da file that you will need.&lt;br /&gt;
&lt;br /&gt;
The columns you need to edit (or at least check) in the spreadsheet are ID, Label (something meaningful to you - does not have to be unique), ModelName (the name of your MMH file), OcclusionFactor (optional), StateController, and baseType (values are listed on the first tab in the excel file).&lt;br /&gt;
&lt;br /&gt;
Check the [[2DA ranges in use]] page to make sure you are not using row IDs in your 2da file that will conflict with the core game or other popular modules.&lt;br /&gt;
&lt;br /&gt;
The StateController field is very important because it determines the type of action that can be used with your placeable in game. For example, Informational objects can be examined, but cannot launch dialog. Puzzle items can launch a dialog. Think about what you want your placeable to do and choose the StateController to match it.&lt;br /&gt;
&lt;br /&gt;
Create your [[GDA]] file using Excel Processor and put it in Dragon Age/packages/core/override.&lt;br /&gt;
&lt;br /&gt;
Tip: Excel Processor will generate a GDA file for every tab (xls sheet) within the 2da/m2da. You do not need all of these. Only keep the one that you edited (in this case it would be placeable_types) and place that one in the override folder.&lt;br /&gt;
&lt;br /&gt;
==Extract model files==&lt;br /&gt;
&lt;br /&gt;
Use DATool by Adinos ([[http://social.bioware.com/project/41/]]) to extract the DDS, [[MAO]], PHY, [[MMH]], and [[MSH]] files for the model you want to make into a placeable. Put them some place easy to access so you can work on them.&lt;br /&gt;
&lt;br /&gt;
== Change the names of your MAO, MMH, and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Change the names of your MAO, MMH, and PHY files so that they start with plc_ instead of prp_. The new name must have the same number of characters as the old name.&lt;br /&gt;
&lt;br /&gt;
== Edit your MAO file ==&lt;br /&gt;
&lt;br /&gt;
Open the MAO file using a text editor like Notepad.&lt;br /&gt;
&lt;br /&gt;
*In &amp;lt;MaterialObject Name=&amp;quot;filename&amp;quot;&amp;gt; change filename to the new name of the MAO file.&lt;br /&gt;
*In &amp;lt;Material Name=&amp;quot;static.mat&amp;quot;&amp;gt; replace static.mat with Prop.mat.&lt;br /&gt;
*Delete the line that starts with &amp;lt;Texture Name=&amp;quot;mml_tLightmap &lt;br /&gt;
*Delete the line that starts with &amp;lt;SoundType Name= &lt;br /&gt;
*Add a line that says &amp;lt;Texture Name=&amp;quot;mml_tTintMask&amp;quot; ResName=&amp;quot;Default_White.dds&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;&lt;br /&gt;
*Save and close the MAO file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Edit your MMH and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Launch the Toolset.&lt;br /&gt;
&lt;br /&gt;
Open the new MMH file. Change MMH_NAME to match your new MMH file name. Save and close the MMH file.&lt;br /&gt;
&lt;br /&gt;
Open your new PHY file.&lt;br /&gt;
&lt;br /&gt;
*Change MMH_NAME to the name of your new MMH file.&lt;br /&gt;
*Change MMH_NODE_COLLISION_OBJ_TYPE from 2 to 1.&lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_PLACEABLES from 0 to 1. (This is the field that tells the toolset and the game to use your object as a placeable, making it clickable.)&lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_STATIC_GEOMETRY from 1 to 0. (This field tells the toolset and the game that your object is a prop and is not clickable.)&lt;br /&gt;
*Save and close the PHY file.&lt;br /&gt;
&lt;br /&gt;
Close your toolset.&lt;br /&gt;
&lt;br /&gt;
== Put files in override folder ==&lt;br /&gt;
&lt;br /&gt;
Put your new MAO, MMH, and PHY files in Dragon Age/Packages/Core/Override.&lt;br /&gt;
&lt;br /&gt;
== Create your custom placeable ==&lt;br /&gt;
&lt;br /&gt;
You can now create a new placeable in the toolset using your model. The process of creating a new placeable is described in the [[Placeable tutorial]] page.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8801</id>
		<title>Creating a custom placeable from a model tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8801"/>
				<updated>2009-12-13T23:06:13Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* Change the names of your MAO, MMH, and PHY files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Placeable]] based on a [[Model]] that is already active in your toolset. This process should work with any model, whether custom or packaged with the game. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Set-up your [[2DA]] file==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Placeables.xls]] file contains the placeable_types xls sheet that you will need to edit. The [[2DA]] page describes the process of creating the 2da file that you will need.&lt;br /&gt;
&lt;br /&gt;
The columns you need to edit (or at least check) in the spreadsheet are ID, Label (something meaningful to you - does not have to be unique), ModelName (the name of your MMH file), OcclusionFactor (optional), StateController, and baseType (values are listed on the first tab in the excel file).&lt;br /&gt;
&lt;br /&gt;
Check the [[2DA ranges in use]] page to make sure you are not using row IDs in your 2da file that will conflict with the core game or other popular modules.&lt;br /&gt;
&lt;br /&gt;
The StateController field is very important because it determines the type of action that can be used with your placeable in game. For example, Informational objects can be examined, but cannot launch dialog. Puzzle items can launch a dialog. Think about what you want your placeable to do and choose the StateController to match it.&lt;br /&gt;
&lt;br /&gt;
Create your [[GDA]] file using Excel Processor and put it in Dragon Age/packages/core/override.&lt;br /&gt;
&lt;br /&gt;
Tip: Excel Processor will generate a GDA file for every tab (xls sheet) within the 2da/m2da. You do not need all of these. Only keep the one that you edited (in this case it would be placeable_types) and place that one in the override folder.&lt;br /&gt;
&lt;br /&gt;
==Extract model files==&lt;br /&gt;
&lt;br /&gt;
Use DATool by Adinos ([[http://social.bioware.com/project/41/]]) to extract the DDS, [[MAO]], PHY, [[MMH]], and [[MSH]] files for the model you want to make into a placeable. Put them some place easy to access so you can work on them.&lt;br /&gt;
&lt;br /&gt;
== Change the names of your MAO, MMH, and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Change the names of your MAO, MMH, and PHY files so that they start with plc_ instead of prp_. The new name must have the same number of characters as the old name.&lt;br /&gt;
&lt;br /&gt;
== Edit your MAO file ==&lt;br /&gt;
&lt;br /&gt;
Open the MAO file using a text editor like Notepad.&lt;br /&gt;
&lt;br /&gt;
*In &amp;lt;MaterialObject Name=&amp;quot;filename&amp;quot;&amp;gt; change filename to the new name of the MAO file.&lt;br /&gt;
*In &amp;lt;Material Name=&amp;quot;static.mat&amp;quot;&amp;gt; replace static.mat with Prop.mat.&lt;br /&gt;
*Delete the line that starts with &amp;lt;Texture Name=&amp;quot;mml_tLightmap &lt;br /&gt;
*Delete the line that starts with &amp;lt;SoundType Name= &lt;br /&gt;
*Add a line that says &amp;lt;Texture Name=&amp;quot;mml_tTintMask&amp;quot; ResName=&amp;quot;Default_White.dds&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;&lt;br /&gt;
*Save and close the MAO file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Edit your MMH and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Launch the Toolset.&lt;br /&gt;
&lt;br /&gt;
Open the new MMH file. Change MMH_NAME to match your new MMH file name. Save and close the MMH file.&lt;br /&gt;
&lt;br /&gt;
Open your new PHY file.&lt;br /&gt;
&lt;br /&gt;
*Change MMH_NAME to the name of your new MMH file.&lt;br /&gt;
*Change MMH_NODE_COLLISION_OBJ_TYPE from 2 to 1.&lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_PLACEABLES from 0 to 1. &lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_STATIC_GEOMETRY from 1 to 0. &lt;br /&gt;
*Save and close the PHY file.&lt;br /&gt;
&lt;br /&gt;
Close your toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Put files in override folder ==&lt;br /&gt;
&lt;br /&gt;
Put your new MAO, MMH, and PHY files in Dragon Age/Packages/Core/Override.&lt;br /&gt;
&lt;br /&gt;
== Create your custom placeable ==&lt;br /&gt;
&lt;br /&gt;
You can now create a new placeable in the toolset using your model. The process of creating a new placeable is described in the [[Placeable tutorial]] page.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8734</id>
		<title>Creating a custom placeable from a model tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8734"/>
				<updated>2009-12-12T16:20:59Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Placeable]] based on a [[Model]] that is already active in your toolset. This process should work with any model, whether custom or packaged with the game. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Set-up your [[2DA]] file==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Placeables.xls]] file contains the placeable_types xls sheet that you will need to edit. The [[2DA]] page describes the process of creating the 2da file that you will need.&lt;br /&gt;
&lt;br /&gt;
The columns you need to edit (or at least check) in the spreadsheet are ID, Label (something meaningful to you - does not have to be unique), ModelName (the name of your MMH file), OcclusionFactor (optional), StateController, and baseType (values are listed on the first tab in the excel file).&lt;br /&gt;
&lt;br /&gt;
Check the [[2DA ranges in use]] page to make sure you are not using row IDs in your 2da file that will conflict with the core game or other popular modules.&lt;br /&gt;
&lt;br /&gt;
The StateController field is very important because it determines the type of action that can be used with your placeable in game. For example, Informational objects can be examined, but cannot launch dialog. Puzzle items can launch a dialog. Think about what you want your placeable to do and choose the StateController to match it.&lt;br /&gt;
&lt;br /&gt;
Create your [[GDA]] file using Excel Processor and put it in Dragon Age/packages/core/override.&lt;br /&gt;
&lt;br /&gt;
Tip: Excel Processor will generate a GDA file for every tab (xls sheet) within the 2da/m2da. You do not need all of these. Only keep the one that you edited (in this case it would be placeable_types) and place that one in the override folder.&lt;br /&gt;
&lt;br /&gt;
==Extract model files==&lt;br /&gt;
&lt;br /&gt;
Use DATool by Adinos ([[http://social.bioware.com/project/41/]]) to extract the DDS, [[MAO]], PHY, [[MMH]], and [[MSH]] files for the model you want to make into a placeable. Put them some place easy to access so you can work on them.&lt;br /&gt;
&lt;br /&gt;
== Change the names of your MAO, MMH, and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Change the names of your MAO, MMH, and PHY files so that they start with plc_ instead of prp_. The new name must have the same number of letters as the old name.&lt;br /&gt;
&lt;br /&gt;
== Edit your MAO file ==&lt;br /&gt;
&lt;br /&gt;
Open the MAO file using a text editor like Notepad.&lt;br /&gt;
&lt;br /&gt;
*In &amp;lt;MaterialObject Name=&amp;quot;filename&amp;quot;&amp;gt; change filename to the new name of the MAO file.&lt;br /&gt;
*In &amp;lt;Material Name=&amp;quot;static.mat&amp;quot;&amp;gt; replace static.mat with Prop.mat.&lt;br /&gt;
*Delete the line that starts with &amp;lt;Texture Name=&amp;quot;mml_tLightmap &lt;br /&gt;
*Delete the line that starts with &amp;lt;SoundType Name= &lt;br /&gt;
*Add a line that says &amp;lt;Texture Name=&amp;quot;mml_tTintMask&amp;quot; ResName=&amp;quot;Default_White.dds&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;&lt;br /&gt;
*Save and close the MAO file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Edit your MMH and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Launch the Toolset.&lt;br /&gt;
&lt;br /&gt;
Open the new MMH file. Change MMH_NAME to match your new MMH file name. Save and close the MMH file.&lt;br /&gt;
&lt;br /&gt;
Open your new PHY file.&lt;br /&gt;
&lt;br /&gt;
*Change MMH_NAME to the name of your new MMH file.&lt;br /&gt;
*Change MMH_NODE_COLLISION_OBJ_TYPE from 2 to 1.&lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_PLACEABLES from 0 to 1. &lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_STATIC_GEOMETRY from 1 to 0. &lt;br /&gt;
*Save and close the PHY file.&lt;br /&gt;
&lt;br /&gt;
Close your toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Put files in override folder ==&lt;br /&gt;
&lt;br /&gt;
Put your new MAO, MMH, and PHY files in Dragon Age/Packages/Core/Override.&lt;br /&gt;
&lt;br /&gt;
== Create your custom placeable ==&lt;br /&gt;
&lt;br /&gt;
You can now create a new placeable in the toolset using your model. The process of creating a new placeable is described in the [[Placeable tutorial]] page.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8733</id>
		<title>Creating a custom placeable from a model tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8733"/>
				<updated>2009-12-12T16:20:34Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Added more info on the 2da file.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Placeable]] based on a [[Model]] that is already active in your toolset. This process should work with any model, whether custom or packaged with the game. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Set-up your [[2DA]] file==&lt;br /&gt;
&lt;br /&gt;
The [[Placeables.xls]] file contains the placeable_types xls sheet that you will need to edit. The [[2DA]] page describes the process of creating the 2da file that you will need.&lt;br /&gt;
&lt;br /&gt;
The columns you need to edit (or at least check) in the spreadsheet are ID, Label (something meaningful to you - does not have to be unique), ModelName (the name of your MMH file), OcclusionFactor (optional), StateController, and baseType (values are listed on the first tab in the excel file).&lt;br /&gt;
&lt;br /&gt;
Check the [[2DA ranges in use]] page to make sure you are not using row IDs in your 2da file that will conflict with the core game or other popular modules.&lt;br /&gt;
&lt;br /&gt;
The StateController field is very important because it determines the type of action that can be used with your placeable in game. For example, Informational objects can be examined, but cannot launch dialog. Puzzle items can launch a dialog. Think about what you want your placeable to do and choose the StateController to match it.&lt;br /&gt;
&lt;br /&gt;
Create your [[GDA]] file using Excel Processor and put it in Dragon Age/packages/core/override.&lt;br /&gt;
&lt;br /&gt;
Tip: Excel Processor will generate a GDA file for every tab (xls sheet) within the 2da/m2da. You do not need all of these. Only keep the one that you edited (in this case it would be placeable_types) and place that one in the override folder.&lt;br /&gt;
&lt;br /&gt;
==Extract model files==&lt;br /&gt;
&lt;br /&gt;
Use DATool by Adinos ([[http://social.bioware.com/project/41/]]) to extract the DDS, [[MAO]], PHY, [[MMH]], and [[MSH]] files for the model you want to make into a placeable. Put them some place easy to access so you can work on them.&lt;br /&gt;
&lt;br /&gt;
== Change the names of your MAO, MMH, and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Change the names of your MAO, MMH, and PHY files so that they start with plc_ instead of prp_. The new name must have the same number of letters as the old name.&lt;br /&gt;
&lt;br /&gt;
== Edit your MAO file ==&lt;br /&gt;
&lt;br /&gt;
Open the MAO file using a text editor like Notepad.&lt;br /&gt;
&lt;br /&gt;
*In &amp;lt;MaterialObject Name=&amp;quot;filename&amp;quot;&amp;gt; change filename to the new name of the MAO file.&lt;br /&gt;
*In &amp;lt;Material Name=&amp;quot;static.mat&amp;quot;&amp;gt; replace static.mat with Prop.mat.&lt;br /&gt;
*Delete the line that starts with &amp;lt;Texture Name=&amp;quot;mml_tLightmap &lt;br /&gt;
*Delete the line that starts with &amp;lt;SoundType Name= &lt;br /&gt;
*Add a line that says &amp;lt;Texture Name=&amp;quot;mml_tTintMask&amp;quot; ResName=&amp;quot;Default_White.dds&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;&lt;br /&gt;
*Save and close the MAO file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Edit your MMH and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Launch the Toolset.&lt;br /&gt;
&lt;br /&gt;
Open the new MMH file. Change MMH_NAME to match your new MMH file name. Save and close the MMH file.&lt;br /&gt;
&lt;br /&gt;
Open your new PHY file.&lt;br /&gt;
&lt;br /&gt;
*Change MMH_NAME to the name of your new MMH file.&lt;br /&gt;
*Change MMH_NODE_COLLISION_OBJ_TYPE from 2 to 1.&lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_PLACEABLES from 0 to 1. &lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_STATIC_GEOMETRY from 1 to 0. &lt;br /&gt;
*Save and close the PHY file.&lt;br /&gt;
&lt;br /&gt;
Close your toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Put files in override folder ==&lt;br /&gt;
&lt;br /&gt;
Put your new MAO, MMH, and PHY files in Dragon Age/Packages/Core/Override.&lt;br /&gt;
&lt;br /&gt;
== Create your custom placeable ==&lt;br /&gt;
&lt;br /&gt;
You can now create a new placeable in the toolset using your model. The process of creating a new placeable is described in the [[Placeable tutorial]] page.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8732</id>
		<title>Creating a custom placeable from a model tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8732"/>
				<updated>2009-12-12T16:11:08Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Changed a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Placeable]] based on a [[Model]] that is already active in your toolset. This process should work with any model, whether custom or packaged with the game. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Set-up your [[2DA]] file==&lt;br /&gt;
&lt;br /&gt;
The [[Placeables.xls]] file contains the placeable_types xls sheet that you will need to edit. The [[2DA]] page describes the process of creating the 2da file that you will need.&lt;br /&gt;
&lt;br /&gt;
Create your [[GDA]] file using Excel Processor and put it in Dragon Age/packages/core/override.&lt;br /&gt;
&lt;br /&gt;
Tip: Excel Processor will generate a GDA file for every tab (xls sheet) within the 2da/m2da. You do not need all of these. Only keep the one that you edited (in this case it would be placeable_types) and place that one in the override folder.&lt;br /&gt;
&lt;br /&gt;
==Extract model files==&lt;br /&gt;
&lt;br /&gt;
Use DATool by Adinos ([[http://social.bioware.com/project/41/]]) to extract the DDS, [[MAO]], PHY, [[MMH]], and [[MSH]] files for the model you want to make into a placeable. Put them some place easy to access so you can work on them.&lt;br /&gt;
&lt;br /&gt;
== Change the names of your MAO, MMH, and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Change the names of your MAO, MMH, and PHY files so that they start with plc_ instead of prp_. The new name must have the same number of letters as the old name.&lt;br /&gt;
&lt;br /&gt;
== Edit your MAO file ==&lt;br /&gt;
&lt;br /&gt;
Open the MAO file using a text editor like Notepad.&lt;br /&gt;
&lt;br /&gt;
*In &amp;lt;MaterialObject Name=&amp;quot;filename&amp;quot;&amp;gt; change filename to the new name of the MAO file.&lt;br /&gt;
*In &amp;lt;Material Name=&amp;quot;static.mat&amp;quot;&amp;gt; replace static.mat with Prop.mat.&lt;br /&gt;
*Delete the line that starts with &amp;lt;Texture Name=&amp;quot;mml_tLightmap &lt;br /&gt;
*Delete the line that starts with &amp;lt;SoundType Name= &lt;br /&gt;
*Add a line that says &amp;lt;Texture Name=&amp;quot;mml_tTintMask&amp;quot; ResName=&amp;quot;Default_White.dds&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;&lt;br /&gt;
*Save and close the MAO file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Edit your MMH and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Launch the Toolset.&lt;br /&gt;
&lt;br /&gt;
Open the new MMH file. Change MMH_NAME to match your new MMH file name. Save and close the MMH file.&lt;br /&gt;
&lt;br /&gt;
Open your new PHY file.&lt;br /&gt;
&lt;br /&gt;
*Change MMH_NAME to the name of your new MMH file.&lt;br /&gt;
*Change MMH_NODE_COLLISION_OBJ_TYPE from 2 to 1.&lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_PLACEABLES from 0 to 1. &lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_STATIC_GEOMETRY from 1 to 0. &lt;br /&gt;
*Save and close the PHY file.&lt;br /&gt;
&lt;br /&gt;
Close your toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Put files in override folder ==&lt;br /&gt;
&lt;br /&gt;
Put your new MAO, MMH, and PHY files in Dragon Age/Packages/Core/Override.&lt;br /&gt;
&lt;br /&gt;
== Create your custom placeable ==&lt;br /&gt;
&lt;br /&gt;
You can now create a new placeable in the toolset using your model. The process of creating a new placeable is described in the [[Placeable tutorial]] page.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8730</id>
		<title>Creating a custom placeable from a model tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8730"/>
				<updated>2009-12-12T16:06:51Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Fixed a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Placeable]] based on a [[Model]] that is already active in your toolset. This process should work with any model, whether custom or packaged with the game. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Set-up your [[2DA]] file==&lt;br /&gt;
&lt;br /&gt;
The [[Placeables.xls]] file contains the placeable_types xls sheet that you will need to edit. The [[2DA]] page describes the process of creating the 2da file that you will need.&lt;br /&gt;
&lt;br /&gt;
Create your [[GDA]] file using Excel Processor and put it in Dragon Age/packages/core/override.&lt;br /&gt;
&lt;br /&gt;
Tip: Excel Processor will generate a GDA file for every tab (xls sheet) within the 2da/m2da. You do not need all of these. Only keep the one that you edited (in this case it would be placeable_types) and place that one in the override folder.&lt;br /&gt;
&lt;br /&gt;
==Extract model files==&lt;br /&gt;
&lt;br /&gt;
Use DATool by Adinos ([[http://social.bioware.com/project/41/]]) to extract the DDS, [[MAO]], PHY, [[MMH]], and [[MSH]] files for the model you want to make into a placeable. Put them some place easy to access so you can work on them.&lt;br /&gt;
&lt;br /&gt;
== Change the names of your MAO, MMH, and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Change the names of your MAO, MMH, and PHY files so that they start with plc_ instead of prp_. The new name must have the same number of letters as the old name.&lt;br /&gt;
&lt;br /&gt;
== Edit your MAO file ==&lt;br /&gt;
&lt;br /&gt;
Open the MAO file using a text editor like Notepad.&lt;br /&gt;
&lt;br /&gt;
*In &amp;lt;MaterialObject Name=&amp;quot;filename&amp;quot;&amp;gt; change filename to the new name of the MAO file.&lt;br /&gt;
*In &amp;lt;Material Name=&amp;quot;static.mat&amp;quot;&amp;gt; replace static.mat with Prop.mat.&lt;br /&gt;
*Delete the line that starts with &amp;lt;Texture Name=&amp;quot;mml_tLightmap &lt;br /&gt;
*Delete the line that starts with &amp;lt;SoundType Name= &lt;br /&gt;
*Add a line that says &amp;lt;Texture Name=&amp;quot;mml_tTintMask&amp;quot; ResName=&amp;quot;Default_White.dds&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;&lt;br /&gt;
*Save and close the MAO file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Edit your MMH and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Launch the Toolset.&lt;br /&gt;
&lt;br /&gt;
Open the new MMH file. Change MMH_NAME to match your new MMH file name. Save and close the MMH file.&lt;br /&gt;
&lt;br /&gt;
Open your new PHY file.&lt;br /&gt;
&lt;br /&gt;
*Change MMH_NAME to the name of your new MMH file.&lt;br /&gt;
*Change MMH_NODE_COLLISION_OBJ_TYPE from 2 to 1.&lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_PLACEABLES from 0 to 1. &lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_STATIC_GEOMETRY from 1 to 0. &lt;br /&gt;
*Save and close the PHY file.&lt;br /&gt;
&lt;br /&gt;
Close your toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Put files in override folder ==&lt;br /&gt;
&lt;br /&gt;
Put your new MAO, MMH, and PHY files in Dragon Age/Packages/Core/Override.&lt;br /&gt;
&lt;br /&gt;
== Create your custom placeable ==&lt;br /&gt;
&lt;br /&gt;
You can now create a new placeable in the toolset using your model. The process of creating a new placeable is described in the [[Placeable]] page.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=8729</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Tutorials&amp;diff=8729"/>
				<updated>2009-12-12T16:02:02Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Added a link to the Creating a custom placeable from a model tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
{{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;
*[[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;
&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;
&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;
*[[Tutorial: Adding a Custom Model to Toolset]]&lt;br /&gt;
*[[Tutorial: Creating a custom placeable from a model]]&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&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;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8728</id>
		<title>Creating a custom placeable from a model tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Creating_a_custom_placeable_from_a_model_tutorial&amp;diff=8728"/>
				<updated>2009-12-12T16:00:52Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial describes how to create a custom [[Placeable]] based on a [[Model]] that is already active in your toolset. This process should work with any model, whether custom or packaged with the game. It is assumed that the reader is familiar with the Toolset.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Set-up your [[2DA]] file==&lt;br /&gt;
&lt;br /&gt;
The [[Placeables.xls]] file contains the placeable_types xls sheet that you will need to edit. The [[2DA or not 2DA - Overriding 2DA files]] article describes the process of creating the 2da file that you will need.&lt;br /&gt;
&lt;br /&gt;
Create your [[GDA]] file using Excel Processor and put it in Dragon Age/packages/core/override.&lt;br /&gt;
&lt;br /&gt;
Tip: Excel Processor will generate a GDA file for every tab (xls sheet) within the 2da/m2da. You do not need all of these. Only keep the one that you edited (in this case it would be placeable_types) and place that one in the override folder.&lt;br /&gt;
&lt;br /&gt;
==Extract model files==&lt;br /&gt;
&lt;br /&gt;
Use DATool by Adinos ([[http://social.bioware.com/project/41/]]) to extract the DDS, [[MAO]], PHY, [[MMH]], and [[MSH]] files for the model you want to make into a placeable. Put them some place easy to access so you can work on them.&lt;br /&gt;
&lt;br /&gt;
== Change the names of your MAO, MMH, and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Change the names of your MAO, MMH, and PHY files so that they start with plc_ instead of prp_. The new name must have the same number of letters as the old name.&lt;br /&gt;
&lt;br /&gt;
== Edit your MAO file ==&lt;br /&gt;
&lt;br /&gt;
Open the MAO file using a text editor like Notepad.&lt;br /&gt;
&lt;br /&gt;
*In &amp;lt;MaterialObject Name=&amp;quot;filename&amp;quot;&amp;gt; change filename to the new name of the MAO file.&lt;br /&gt;
*In &amp;lt;Material Name=&amp;quot;static.mat&amp;quot;&amp;gt; replace static.mat with Prop.mat.&lt;br /&gt;
*Delete the line that starts with &amp;lt;Texture Name=&amp;quot;mml_tLightmap &lt;br /&gt;
*Delete the line that starts with &amp;lt;SoundType Name= &lt;br /&gt;
*Add a line that says &amp;lt;Texture Name=&amp;quot;mml_tTintMask&amp;quot; ResName=&amp;quot;Default_White.dds&amp;quot;&amp;gt;&amp;lt;/Texture&amp;gt;&lt;br /&gt;
*Save and close the MAO file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Edit your MMH and PHY files ==&lt;br /&gt;
&lt;br /&gt;
Launch the Toolset.&lt;br /&gt;
&lt;br /&gt;
Open the new MMH file. Change MMH_NAME to match your new MMH file name. Save and close the MMH file.&lt;br /&gt;
&lt;br /&gt;
Open your new PHY file.&lt;br /&gt;
&lt;br /&gt;
*Change MMH_NAME to the name of your new MMH file.&lt;br /&gt;
*Change MMH_NODE_COLLISION_OBJ_TYPE from 2 to 1.&lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_PLACEABLES from 0 to 1. &lt;br /&gt;
*Change MMH_SHAPE_COLLISION_MASK_STATIC_GEOMETRY from 1 to 0. &lt;br /&gt;
*Save and close the PHY file.&lt;br /&gt;
&lt;br /&gt;
Close your toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Put files in override folder ==&lt;br /&gt;
&lt;br /&gt;
Put your new MAO, MMH, and PHY files in Dragon Age/Packages/Core/Override.&lt;br /&gt;
&lt;br /&gt;
== Create your custom placeable ==&lt;br /&gt;
&lt;br /&gt;
You can now create a new placeable in the toolset using your model. The process of creating a new placeable is described in the [[Placeable]] page.&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=8640</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=8640"/>
				<updated>2009-12-09T00:34:52Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Changed my reserved range for placeable_types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset has a bug in ExcelProcessor.exe that causes row IDs to become inaccurate when larger than 8 million. This bug will be fixed in the next release of the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0-200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0-1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000-5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge] (Currently 6 used rows)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0-90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0-1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0-7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0-1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000-5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge] (Currently 2 used rows)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0-91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0-1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000-5680999&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge] (Currently 326 used rows)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0-1016, 2000-2010, 10011-10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0-1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/567/ Ongoing UI Mod Project] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0-88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0-1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000-5680199&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge] (Currently 36 used rows)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0-1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000-5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge] (Currently 3 used rows)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0-1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 2696549-2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:2DAs]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Lighting&amp;diff=8617</id>
		<title>Lighting</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Lighting&amp;diff=8617"/>
				<updated>2009-12-08T17:14:08Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: Andded a note about using one ambient light per level.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
&lt;br /&gt;
There are many different types of lighting and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
The game supports several different light types, with the purpose of balancing quality vs performance.  To understand the use of the light types, one must first know the general lighting equation:&lt;br /&gt;
&lt;br /&gt;
 Diffuse = DynamicAmbient + F(DynamicLights, DynamicShadows) + ( LightmapRGB + LightmapShadowMap * F(StaticLights , DynamicShadows) )&lt;br /&gt;
&lt;br /&gt;
Where F is the function which calculates light contribution given the dynamic shadow map.&lt;br /&gt;
&lt;br /&gt;
Light Effect:&lt;br /&gt;
&lt;br /&gt;
* Baked: This is lighting that only affects things in the level layout. The player will not be lit by this. Its contribution to the lighting scene is encoded in the lightmap RGB.&lt;br /&gt;
* Dynamic: This only affects the Player Character. The dynamic lights will light all geometry without regard for baked shadow maps.  They still however, respect the dynamically generated shadowmap.&lt;br /&gt;
* Static: This is lighting that is both baked and dynamic. The most “expensive” of the light types. Static lights are those that don’t move.  This provides the opportunity to bake in the shadow contribution of that light into the lightmap.   Multiple static lights will mix together in this baked-shadow map.  No RGB contribution from the light will go into the lightmap when rendering lightmaps. During run-time, the game will calculate the RGB color of the static light and then only apply it in areas that are uncovered by the baked-shadow map.  Characters and placeable props are fully lit by the static lights.&lt;br /&gt;
* Animated: Animated lights are those that don’t move about, but do have animation properties on their light intensity.  These lights are baked into the shadow map.&lt;br /&gt;
&lt;br /&gt;
Light Type:&lt;br /&gt;
&lt;br /&gt;
* Point: The light originates from a spot. “Light Size” corresponds to the size of the object casting off light. “Num Samples” is the number of shadow render passes – the higher the number the “crisper” the shadows.&lt;br /&gt;
* Ambient: This is ever-present light that affects everything. Ambient lights effect an entire level, even when there are multiple rooms. You can only use one ambient light per level.&lt;br /&gt;
* Spot: This is directional light. To move the location of the light right click on the icon at the end of the effect. You will then see arrows that allow you to move it around.&lt;br /&gt;
&lt;br /&gt;
Only dynamic lights will affect placeables placed in the design tool. So a designer chest will not be lit properly next to a chest placed in the art tool. That’s a limitation of the engine. Any object that is animated has to be placed in the designer tool (nothing placed in the art tool can ever, ever move).&lt;br /&gt;
&lt;br /&gt;
Lights from different rooms only are applied if they are visible from your current room. Even an ambient light isn’t applied if the room it’s placed in isn’t visible to that room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sunlight ==&lt;br /&gt;
&lt;br /&gt;
When you are working with a terrain or exterior level, you can set the sunlight properties in the [[Level editor]] by clicking on the Exportable Area Properties button in the toolbar (next to the purple plus sign).&lt;br /&gt;
&lt;br /&gt;
Clicking on the Exportable Area Properties button will cause an Area Properties window to pop up. Scrolling down the window you will see a section titled Layout Sunlight. In this section Color controls the color of the sunlight and Color Multiplier controls the brightness.&lt;br /&gt;
&lt;br /&gt;
The direction of the sunlight can be set by either typing values into the Direction field, or by clicking the Set Sunlight button in the Exportable Area Properties window and moving the red arrow surrounded by a blue circle that will appear in the bottom left hand corner of your screen. The arrow is pointing in the sunlight direction.&lt;br /&gt;
&lt;br /&gt;
The default shadows cast by sunlight are pitch black and very dark. If you do not like this default, you can change the color of the shadows by adding an Ambient - Baked light source that has the color you desire for your shadows. The default light color (grey - 0.50, 0.50. 0.50) works well, but you may change it to whatever you like.&lt;br /&gt;
&lt;br /&gt;
== Light probes ==&lt;br /&gt;
&lt;br /&gt;
Light probes are used to generate the appearance of nearby reflective surfaces and the illuminance values for characters. A light probe consists of an imaginary sphere that is textured with a pre-rendered view of its surroundings in every direction; reflective objects will use the texture of the nearest light probe to produce an approximation of what a reflection should look like. Light probes are particularly important where water planes are used.&lt;br /&gt;
&lt;br /&gt;
The following example shows a light probe with the reflection texture rendered onto it (to make the light probe's texture visible you need to have &amp;quot;view models fully lit&amp;quot; turned off and &amp;quot;display light maps&amp;quot; turned on). The water below the light probe is using the probe's texture to determine its reflection.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor light probe.png|400px]]&lt;br /&gt;
&lt;br /&gt;
If you make any changes to the level that would make a visible difference to what a light probe &amp;quot;sees&amp;quot; you'll have to re-render the light probes to update the reflection texture. This command is under the menu &amp;quot;Tools -&amp;gt; Render -&amp;gt; Render light probes&amp;quot;, or you can click the toolbar button [[Image:IconRenderLightProbe.png]]&lt;br /&gt;
&lt;br /&gt;
Light probes show up as a sphere with arrows pointing in each +/- axis direction.  The only editable property that is unique is the High LOD Model Radius.&lt;br /&gt;
&lt;br /&gt;
High LOD Model Radius:  This is a setting that will flip all the models within this radius (in meters) of the light probe to high LOD before rendering it.  It is only really useful in outdoor levels as indoors everything defaults to high Level Of Detail.&lt;br /&gt;
&lt;br /&gt;
The tool for rendering light probes will render all the light probes within the current level.  First what it does is switch the editor lighting to look exactly like it does in the game.  Then it renders the light probes.  Be patient, this can take a moment or two.&lt;br /&gt;
&lt;br /&gt;
In general, you should render lightmaps first before rendering light probes because otherwise, the probes would not reflect the final in-game lightmapped appearance of the level.&lt;br /&gt;
&lt;br /&gt;
Once the light probes have been rendered they will be packaged up with the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced lighting ==&lt;br /&gt;
&lt;br /&gt;
=== Room-based lights ===&lt;br /&gt;
&lt;br /&gt;
Each light placed in a room-based level is automatically attached to the parent room during export.  This ensures that only those lights that are under a room affect the geometry in that room.&lt;br /&gt;
To specify lights in other rooms that can affect the selected room, the artist can bring up the Room Properties dialog and add references to additional lights in adjacent rooms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bloom and Other Effects ===&lt;br /&gt;
&lt;br /&gt;
Bloom is activated the same way any other effect is activated. In order to activate the Bloom effect:&lt;br /&gt;
&lt;br /&gt;
*Interiors:&lt;br /&gt;
** Select the interior AREA you want it to be applied to.&lt;br /&gt;
** Under the Effect section, modify the Buffer Effect Name text field to “da_bloom”.&lt;br /&gt;
* Exteriors:&lt;br /&gt;
** Select the exterior area you want to apply the effect to and bring up it's Exportable Area Properties.&lt;br /&gt;
** Under the Effect section, modify the Buffer Effect Name text field to “da_bloom”.&lt;br /&gt;
&lt;br /&gt;
If you do not immediately see bloom effects take place, you might have visualization off, be sure to have it on to preview your bloom&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Light mapping ==&lt;br /&gt;
&lt;br /&gt;
If the filename of your level file is &amp;lt;filename&amp;gt;.lvl, then the editor saves a &amp;lt;filename&amp;gt;.erf file in the same directory as &amp;lt;filename.lvl&amp;gt;. This [[ERF]] file contains the last set of lightmaps that the editor obtained from the lightmapper. When you share the LVL file with other artists you should also include the ERF so that the other artists can us your rendered lightmaps without having to render lightmaps themselves.&lt;br /&gt;
&lt;br /&gt;
Under the &amp;quot;options&amp;quot; menu for the level editor are the following three settings. These are what they should be in a default installation:&lt;br /&gt;
&lt;br /&gt;
;Lightmapper Command: $(TOOLSET)\lightmapper\EclipseRay.exe LightMapper.py --terse -cpus=2&lt;br /&gt;
;Lightmapper Command Working Folder: $(TOOLSET)\lightmapper\&lt;br /&gt;
;Lightmapper Texture Folder: $(TEMP)\DALightmap\&lt;br /&gt;
&lt;br /&gt;
*Note: 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 as described in the [[Installing_the_toolset#Lightmapper|lightmapper section of the installation instructions]]. If you don't have Python installed you'll receive a standard Windows error message indicating that &amp;quot;EclipseRay.exe has stopped working.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Lighting&amp;diff=8599</id>
		<title>Lighting</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Lighting&amp;diff=8599"/>
				<updated>2009-12-07T15:01:20Z</updated>
		
		<summary type="html">&lt;p&gt;PavelNovotny: /* Sunlight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
&lt;br /&gt;
There are many different types of lighting and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lights ==&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
The game supports several different light types, with the purpose of balancing quality vs performance.  To understand the use of the light types, one must first know the general lighting equation:&lt;br /&gt;
&lt;br /&gt;
 Diffuse = DynamicAmbient + F(DynamicLights, DynamicShadows) + ( LightmapRGB + LightmapShadowMap * F(StaticLights , DynamicShadows) )&lt;br /&gt;
&lt;br /&gt;
Where F is the function which calculates light contribution given the dynamic shadow map.&lt;br /&gt;
&lt;br /&gt;
Light Effect:&lt;br /&gt;
&lt;br /&gt;
* Baked: This is lighting that only affects things in the level layout. The player will not be lit by this. Its contribution to the lighting scene is encoded in the lightmap RGB.&lt;br /&gt;
* Dynamic: This only affects the Player Character. The dynamic lights will light all geometry without regard for baked shadow maps.  They still however, respect the dynamically generated shadowmap.&lt;br /&gt;
* Static: This is lighting that is both baked and dynamic. The most “expensive” of the light types. Static lights are those that don’t move.  This provides the opportunity to bake in the shadow contribution of that light into the lightmap.   Multiple static lights will mix together in this baked-shadow map.  No RGB contribution from the light will go into the lightmap when rendering lightmaps. During run-time, the game will calculate the RGB color of the static light and then only apply it in areas that are uncovered by the baked-shadow map.  Characters and placeable props are fully lit by the static lights.&lt;br /&gt;
* Animated: Animated lights are those that don’t move about, but do have animation properties on their light intensity.  These lights are baked into the shadow map.&lt;br /&gt;
&lt;br /&gt;
Light Type:&lt;br /&gt;
&lt;br /&gt;
* Point: The light originates from a spot. “Light Size” corresponds to the size of the object casting off light. “Num Samples” is the number of shadow render passes – the higher the number the “crisper” the shadows.&lt;br /&gt;
* Ambient: This is ever-present light that affects everything.&lt;br /&gt;
* Spot: This is directional light. To move the location of the light right click on the icon at the end of the effect. You will then see arrows that allow you to move it around.&lt;br /&gt;
&lt;br /&gt;
Only dynamic lights will affect placeables placed in the design tool. So a designer chest will not be lit properly next to a chest placed in the art tool. That’s a limitation of the engine. Any object that is animated has to be placed in the designer tool (nothing placed in the art tool can ever, ever move).&lt;br /&gt;
&lt;br /&gt;
Lights from different rooms only are applied if they are visible from your current room. Even an ambient light isn’t applied if the room it’s placed in isn’t visible to that room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sunlight ==&lt;br /&gt;
&lt;br /&gt;
When you are working with a terrain or exterior level, you can set the sunlight properties in the [[Level editor]] by clicking on the Exportable Area Properties button in the toolbar (next to the purple plus sign).&lt;br /&gt;
&lt;br /&gt;
Clicking on the Exportable Area Properties button will cause an Area Properties window to pop up. Scrolling down the window you will see a section titled Layout Sunlight. In this section Color controls the color of the sunlight and Color Multiplier controls the brightness.&lt;br /&gt;
&lt;br /&gt;
The direction of the sunlight can be set by either typing values into the Direction field, or by clicking the Set Sunlight button in the Exportable Area Properties window and moving the red arrow surrounded by a blue circle that will appear in the bottom left hand corner of your screen. The arrow is pointing in the sunlight direction.&lt;br /&gt;
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The default shadows cast by sunlight are pitch black and very dark. If you do not like this default, you can change the color of the shadows by adding an Ambient - Baked light source that has the color you desire for your shadows. The default light color (grey - 0.50, 0.50. 0.50) works well, but you may change it to whatever you like.&lt;br /&gt;
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== Light probes ==&lt;br /&gt;
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Light probes are used to generate the appearance of nearby reflective surfaces and the illuminance values for characters. A light probe consists of an imaginary sphere that is textured with a pre-rendered view of its surroundings in every direction; reflective objects will use the texture of the nearest light probe to produce an approximation of what a reflection should look like. Light probes are particularly important where water planes are used.&lt;br /&gt;
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The following example shows a light probe with the reflection texture rendered onto it (to make the light probe's texture visible you need to have &amp;quot;view models fully lit&amp;quot; turned off and &amp;quot;display light maps&amp;quot; turned on). The water below the light probe is using the probe's texture to determine its reflection.&lt;br /&gt;
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[[Image:Level editor light probe.png|400px]]&lt;br /&gt;
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If you make any changes to the level that would make a visible difference to what a light probe &amp;quot;sees&amp;quot; you'll have to re-render the light probes to update the reflection texture. This command is under the menu &amp;quot;Tools -&amp;gt; Render -&amp;gt; Render light probes&amp;quot;, or you can click the toolbar button [[Image:IconRenderLightProbe.png]]&lt;br /&gt;
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Light probes show up as a sphere with arrows pointing in each +/- axis direction.  The only editable property that is unique is the High LOD Model Radius.&lt;br /&gt;
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High LOD Model Radius:  This is a setting that will flip all the models within this radius (in meters) of the light probe to high LOD before rendering it.  It is only really useful in outdoor levels as indoors everything defaults to high Level Of Detail.&lt;br /&gt;
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The tool for rendering light probes will render all the light probes within the current level.  First what it does is switch the editor lighting to look exactly like it does in the game.  Then it renders the light probes.  Be patient, this can take a moment or two.&lt;br /&gt;
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In general, you should render lightmaps first before rendering light probes because otherwise, the probes would not reflect the final in-game lightmapped appearance of the level.&lt;br /&gt;
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Once the light probes have been rendered they will be packaged up with the level.&lt;br /&gt;
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== Advanced lighting ==&lt;br /&gt;
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=== Room-based lights ===&lt;br /&gt;
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Each light placed in a room-based level is automatically attached to the parent room during export.  This ensures that only those lights that are under a room affect the geometry in that room.&lt;br /&gt;
To specify lights in other rooms that can affect the selected room, the artist can bring up the Room Properties dialog and add references to additional lights in adjacent rooms.&lt;br /&gt;
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=== Bloom and Other Effects ===&lt;br /&gt;
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Bloom is activated the same way any other effect is activated. In order to activate the Bloom effect:&lt;br /&gt;
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*Interiors:&lt;br /&gt;
** Select the interior AREA you want it to be applied to.&lt;br /&gt;
** Under the Effect section, modify the Buffer Effect Name text field to “da_bloom”.&lt;br /&gt;
* Exteriors:&lt;br /&gt;
** Select the exterior area you want to apply the effect to and bring up it's Exportable Area Properties.&lt;br /&gt;
** Under the Effect section, modify the Buffer Effect Name text field to “da_bloom”.&lt;br /&gt;
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If you do not immediately see bloom effects take place, you might have visualization off, be sure to have it on to preview your bloom&lt;br /&gt;
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== Light mapping ==&lt;br /&gt;
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If the filename of your level file is &amp;lt;filename&amp;gt;.lvl, then the editor saves a &amp;lt;filename&amp;gt;.erf file in the same directory as &amp;lt;filename.lvl&amp;gt;. This [[ERF]] file contains the last set of lightmaps that the editor obtained from the lightmapper. When you share the LVL file with other artists you should also include the ERF so that the other artists can us your rendered lightmaps without having to render lightmaps themselves.&lt;br /&gt;
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Under the &amp;quot;options&amp;quot; menu for the level editor are the following three settings. These are what they should be in a default installation:&lt;br /&gt;
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;Lightmapper Command: $(TOOLSET)\lightmapper\EclipseRay.exe LightMapper.py --terse -cpus=2&lt;br /&gt;
;Lightmapper Command Working Folder: $(TOOLSET)\lightmapper\&lt;br /&gt;
;Lightmapper Texture Folder: $(TEMP)\DALightmap\&lt;br /&gt;
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*Note: 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 as described in the [[Installing_the_toolset#Lightmapper|lightmapper section of the installation instructions]]. If you don't have Python installed you'll receive a standard Windows error message indicating that &amp;quot;EclipseRay.exe has stopped working.&amp;quot;&lt;br /&gt;
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[[Category:Level layouts]]&lt;/div&gt;</summary>
		<author><name>PavelNovotny</name></author>	</entry>

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