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		<id>http://www.datoolset.net/mw/index.php?action=history&amp;feed=atom&amp;title=Custom_minimaps</id>
		<title>Custom minimaps - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://www.datoolset.net/mw/index.php?action=history&amp;feed=atom&amp;title=Custom_minimaps"/>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;action=history"/>
		<updated>2026-04-15T16:34:35Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13679&amp;oldid=prev</id>
		<title>FollowTheGourd at 18:28, 19 September 2010</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13679&amp;oldid=prev"/>
				<updated>2010-09-19T18:28:27Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:28, 19 September 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. If you can't use an exported minimap from the level editor as a base, perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on/off real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates in the toolset as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. If you can't use an exported minimap from the level editor as a base, perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on/off real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates in the toolset as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. Many interior minimaps in the single player campaign are 256x256 textures&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using an image editor with layers, you can easily use the image with waypoints underneath the image without in order to crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now you can rescale the image if required. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819. If not a power of two texture, then you'll probably want to at least make it a multiple of 4, which some DDS exporters demand. Now within the new texture, align your actual minimap image to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using an image editor with layers, you can easily use the image with waypoints underneath the image without in order to crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now you can rescale the image if required. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819. If not a power of two texture, then you'll probably want to at least make it a multiple of 4, which some DDS exporters demand. Now within the new texture, align your actual minimap image to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FollowTheGourd</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13678&amp;oldid=prev</id>
		<title>FollowTheGourd at 18:27, 19 September 2010</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13678&amp;oldid=prev"/>
				<updated>2010-09-19T18:27:19Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:27, 19 September 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L3&quot; &gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. If you can't use an exported minimap from the level editor as a base, perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on/off real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates in the toolset as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. If you can't use an exported minimap from the level editor as a base, perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on/off real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates in the toolset as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using an image editor with layers, you can easily use the image with waypoints underneath the image without in order to crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;open it up in a proper image editing program such as Photoshop and &lt;/del&gt;rescale the image &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;so it can fit in a power-of-two sized texture&lt;/del&gt;. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819. If not a power of two texture, then you'll probably want to at least make it a multiple of 4, which some DDS exporters demand. Now within the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;power-of-two &lt;/del&gt;texture, align your actual minimap &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;texture &lt;/del&gt;to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using an image editor with layers, you can easily use the image with waypoints underneath the image without in order to crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you can &lt;/ins&gt;rescale the image &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;if required&lt;/ins&gt;. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819. If not a power of two texture, then you'll probably want to at least make it a multiple of 4, which some DDS exporters demand. Now within the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;new &lt;/ins&gt;texture, align your actual minimap &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;image &lt;/ins&gt;to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So now we have ''addins\[UID]\core\override\arena2\minimap\arena2_mmap_ph.dds'' finished, and now we need to edit the GFF for it. We'll use a preexisting file to edit in the toolset. Open the following file in the toolset ''C:\Program Files\Dragon Age\packages\core\env\brc505d\brc505d.rim'' and extract brc505d_mmi.gff. Now rename this file ''addins\[UID]\core\override\arena2\minimap\arena2_mmi.gff'' and open it up in the toolset for editing.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So now we have ''addins\[UID]\core\override\arena2\minimap\arena2_mmap_ph.dds'' finished, and now we need to edit the GFF for it. We'll use a preexisting file to edit in the toolset. Open the following file in the toolset ''C:\Program Files\Dragon Age\packages\core\env\brc505d\brc505d.rim'' and extract brc505d_mmi.gff. Now rename this file ''addins\[UID]\core\override\arena2\minimap\arena2_mmi.gff'' and open it up in the toolset for editing.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FollowTheGourd</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13677&amp;oldid=prev</id>
		<title>FollowTheGourd at 18:25, 19 September 2010</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13677&amp;oldid=prev"/>
				<updated>2010-09-19T18:25:18Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:25, 19 September 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L3&quot; &gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. If you can't use an exported minimap from the level editor as a base, perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on/off real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates in the toolset as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. If you can't use an exported minimap from the level editor as a base, perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on/off real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates in the toolset as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using an image editor with layers, you can easily use the image with waypoints underneath the image without in order to crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, as the next &lt;/del&gt;power&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;-&lt;/del&gt;of&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;-&lt;/del&gt;two &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sized &lt;/del&gt;texture &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is 2048x2048 &lt;/del&gt;which &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;would be somewhat wasteful&lt;/del&gt;. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using an image editor with layers, you can easily use the image with waypoints underneath the image without in order to crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. If not a &lt;/ins&gt;power of two texture&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, then you'll probably want to at least make it a multiple of 4, &lt;/ins&gt;which &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;some DDS exporters demand&lt;/ins&gt;. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So now we have ''addins\[UID]\core\override\arena2\minimap\arena2_mmap_ph.dds'' finished, and now we need to edit the GFF for it. We'll use a preexisting file to edit in the toolset. Open the following file in the toolset ''C:\Program Files\Dragon Age\packages\core\env\brc505d\brc505d.rim'' and extract brc505d_mmi.gff. Now rename this file ''addins\[UID]\core\override\arena2\minimap\arena2_mmi.gff'' and open it up in the toolset for editing.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So now we have ''addins\[UID]\core\override\arena2\minimap\arena2_mmap_ph.dds'' finished, and now we need to edit the GFF for it. We'll use a preexisting file to edit in the toolset. Open the following file in the toolset ''C:\Program Files\Dragon Age\packages\core\env\brc505d\brc505d.rim'' and extract brc505d_mmi.gff. Now rename this file ''addins\[UID]\core\override\arena2\minimap\arena2_mmi.gff'' and open it up in the toolset for editing.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FollowTheGourd</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13676&amp;oldid=prev</id>
		<title>FollowTheGourd at 18:18, 19 September 2010</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13676&amp;oldid=prev"/>
				<updated>2010-09-19T18:18:05Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:18, 19 September 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. If you can't use an exported minimap from the level editor as a base, perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on/off real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. If you can't use an exported minimap from the level editor as a base, perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on/off real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in the toolset &lt;/ins&gt;as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using an image editor with layers, you can easily use the image with waypoints underneath the image without in order to crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819, as the next power-of-two sized texture is 2048x2048 which would be somewhat wasteful. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using an image editor with layers, you can easily use the image with waypoints underneath the image without in order to crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819, as the next power-of-two sized texture is 2048x2048 which would be somewhat wasteful. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FollowTheGourd</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13675&amp;oldid=prev</id>
		<title>FollowTheGourd at 17:52, 19 September 2010</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13675&amp;oldid=prev"/>
				<updated>2010-09-19T17:52:42Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 17:52, 19 September 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Perhaps &lt;/del&gt;the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on/off real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If you can't use an exported minimap from the level editor as a base, perhaps &lt;/ins&gt;the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on/off real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using an image editor with layers, you can easily use the image with waypoints underneath the image without in order to crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819, as the next power-of-two sized texture is 2048x2048 which would be somewhat wasteful. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using an image editor with layers, you can easily use the image with waypoints underneath the image without in order to crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819, as the next power-of-two sized texture is 2048x2048 which would be somewhat wasteful. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FollowTheGourd</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13674&amp;oldid=prev</id>
		<title>FollowTheGourd at 17:29, 19 September 2010</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13674&amp;oldid=prev"/>
				<updated>2010-09-19T17:29:11Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 17:29, 19 September 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. Perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. Perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;/off &lt;/ins&gt;real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using the waypoints &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as a measuring guide, &lt;/del&gt;crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819, as the next power-of-two sized texture is 2048x2048 which would be somewhat wasteful. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an image editor with layers, you can easily use &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;image with &lt;/ins&gt;waypoints &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;underneath the image without in order to &lt;/ins&gt;crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819, as the next power-of-two sized texture is 2048x2048 which would be somewhat wasteful. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So now we have ''addins\[UID]\core\override\arena2\minimap\arena2_mmap_ph.dds'' finished, and now we need to edit the GFF for it. We'll use a preexisting file to edit in the toolset. Open the following file in the toolset ''C:\Program Files\Dragon Age\packages\core\env\brc505d\brc505d.rim'' and extract brc505d_mmi.gff. Now rename this file ''addins\[UID]\core\override\arena2\minimap\arena2_mmi.gff'' and open it up in the toolset for editing.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;So now we have ''addins\[UID]\core\override\arena2\minimap\arena2_mmap_ph.dds'' finished, and now we need to edit the GFF for it. We'll use a preexisting file to edit in the toolset. Open the following file in the toolset ''C:\Program Files\Dragon Age\packages\core\env\brc505d\brc505d.rim'' and extract brc505d_mmi.gff. Now rename this file ''addins\[UID]\core\override\arena2\minimap\arena2_mmi.gff'' and open it up in the toolset for editing.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FollowTheGourd</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13672&amp;oldid=prev</id>
		<title>FollowTheGourd at 16:10, 19 September 2010</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13672&amp;oldid=prev"/>
				<updated>2010-09-19T16:10:29Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:10, 19 September 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L11&quot; &gt;Line 11:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 11:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Edit ''ENV_MINIMAP_UPPER_RIGHT_POINT'' to the coordinates of your upper right waypoint, but with the z-value being 500.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Edit ''ENV_MINIMAP_UPPER_RIGHT_POINT'' to the coordinates of your upper right waypoint, but with the z-value being 500.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You can seemingly round off the decimal for the lower left and upper right coordinates, as the map and minimap don't seem to require that much precision, and the toolset isn't that precise either when creating the GFF &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;file &lt;/del&gt;in the first place.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You can seemingly round off the decimal for the lower left and upper right coordinates, as the map and minimap don't seem to require that much precision, and the toolset isn't that precise either when creating the GFF in the first place.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FollowTheGourd</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13671&amp;oldid=prev</id>
		<title>FollowTheGourd at 16:09, 19 September 2010</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13671&amp;oldid=prev"/>
				<updated>2010-09-19T16:09:04Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:09, 19 September 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. Perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. Perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. Obviously this method is also less useful the larger the area and smaller your display, but the maps don't need to be that large to be good enough&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using the waypoints as a measuring guide, crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819, as the next power-of-two sized texture is 2048x2048 which would be somewhat wasteful. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using the waypoints as a measuring guide, crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819, as the next power-of-two sized texture is 2048x2048 which would be somewhat wasteful. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FollowTheGourd</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13668&amp;oldid=prev</id>
		<title>FollowTheGourd at 16:00, 19 September 2010</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13668&amp;oldid=prev"/>
				<updated>2010-09-19T16:00:51Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:00, 19 September 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor, which can be quite large and non-stylized. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. Perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. Perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. Also, keep the area at its default orientation when you open it so the screen shot will match up in game. TODO: determine whether Area Map North affects this at all&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using the waypoints as a measuring guide, crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819, as the next power-of-two sized texture is 2048x2048 which would be somewhat wasteful. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Using the waypoints as a measuring guide, crop the first screen shot from the bottom left waypoint to the top right waypoint and then save the file. Now open it up in a proper image editing program such as Photoshop and rescale the image so it can fit in a power-of-two sized texture. E.g., if your cropped image is 1280x1024, then you may want to use a 1024x1024 texture and shrink the image to 1024x819, as the next power-of-two sized texture is 2048x2048 which would be somewhat wasteful. Now within the power-of-two texture, align your actual minimap texture to the top left corner. Now would be a good time to record another value you'll need for ''arena2_mmi.gff'': basically how much of the texture is used. If your actual minimap is 1024x819 in a 1024x1024 texture, then you'll want 1024/1024=1 and 819/1024=0.799805 for ''ENV_MINIMAP_TEXTURE_MAP_COORDS'', which we'll get to below. Now you can export the file as a DDS texture, which may require a plugin.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L10&quot; &gt;Line 10:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 10:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Edit ''ENV_MINIMAP_LOWER_LEFT_POINT'' to the coordinates of your lower left waypoint, but with the z-value being -500.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Edit ''ENV_MINIMAP_LOWER_LEFT_POINT'' to the coordinates of your lower left waypoint, but with the z-value being -500.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Edit ''ENV_MINIMAP_UPPER_RIGHT_POINT'' to the coordinates of your upper right waypoint, but with the z-value being 500.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Edit ''ENV_MINIMAP_UPPER_RIGHT_POINT'' to the coordinates of your upper right waypoint, but with the z-value being 500.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You can seemingly round off the decimal for the lower left and upper right coordinates, as the map and minimap don't seem to require that much precision, and the toolset isn't that precise either when creating the GFF file in the first place.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FollowTheGourd</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13667&amp;oldid=prev</id>
		<title>FollowTheGourd at 15:56, 19 September 2010</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Custom_minimaps&amp;diff=13667&amp;oldid=prev"/>
				<updated>2010-09-19T15:56:29Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 15:56, 19 September 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;L1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;It's possible to use a handcrafted minimap texture instead of the one posted by the level editor&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, which can be quite large and non-stylized&lt;/ins&gt;. Sometimes you may not even have the LVL file to export a minimap with, necessitating this procedure. Take for instance the ''arena2'' level available in the toolset. There is no accompanying LVL file released by BioWare and this level has no associated minimap. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. Perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Let's presume you wanted to use this ''arena2'' level for one of your areas (although there are some culling issues by the doors). The files you'll need to create can go under ''addins\[UID]\core\override\arena2\minimap'' or elsewhere as appropriate, but will do for working with the toolset. These files would be ''arena2_mmap_ph.dds'' and ''arena2_mmi.gff'', or &amp;lt;level name&amp;gt;_mmap_ph.dds and &amp;lt;level name&amp;gt;_mmi.gff. Perhaps the easiest way to start creating your own minimap image is create a test area with the desired area layout, turn on real lighting or whatever other settings, and then use print screen to capture and save the image as a BMP. After you save your first screen shot, add two waypoints: one to the bottom left of your area and one to the top right. These two waypoint coordinates will be used constrain your minimap area. Record the waypoints' position coordinates as we'll need them for the arena2_mmi.gff file later. Take another screen shot with these two waypoints visible, as we'll use them as a reference when cropping the image.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FollowTheGourd</name></author>	</entry>

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