Difference between revisions of "Adding custom level tutorial"

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(Lightmapping)
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*Adobe Photoshop
 
*Adobe Photoshop
 
*Nvidia DDS Plugin
 
*Nvidia DDS Plugin
 +
*[http://social.bioware.com/project/2637/ mesh lightmap fixes] - Install this project.
 
*Engine won't work with models bigger than 45 000 polygons and 30 000 vertexes. Even if it works still make sure your model isn't too complex or big- Lightmapping render can be failed.
 
*Engine won't work with models bigger than 45 000 polygons and 30 000 vertexes. Even if it works still make sure your model isn't too complex or big- Lightmapping render can be failed.
  

Revision as of 13:49, 21 December 2015

Author: Ladyofpayne

  • 3ds max (gmax) no older than 2011 year - Eshme Import/Export DAO Tools doesn't work with new versions.
  • Eshme Import/Export DAO Tools - Script for 3s max
  • Dragon Age Origins
  • Dragon Age Toolset
  • Adobe Photoshop
  • Nvidia DDS Plugin
  • mesh lightmap fixes - Install this project.
  • Engine won't work with models bigger than 45 000 polygons and 30 000 vertexes. Even if it works still make sure your model isn't too complex or big- Lightmapping render can be failed.

Article in development. Please don't delete it.

3d Max

Lightmapping

Always leave colour intensity at 1. This number looks perfect in game.

If Render Lightmap fails you can find a model, that cause trouble, by isolating it. Change in Object inspector-> Lightmapping-> False. This can happen if your model too complex or too big.

Room

1. Ambient light. This ambient light will light the level but not the characters.

Right-click on "New Room" in top-left list > Insert > New Light anywhere in the room. Raise it up off the floor a little (e.g. Z = 2). In Object Inspector > "Light Type" Ambient - Baked > Colour 1,1,0.86

2. Character lights. You need them to light your characters. Copy and paste previous light or make a new one.

In Object Inspector > "Light Type" Point - Static > Affects Characters TRUE > Affects Level FALSE > Colour 0.70,0.70,0.65 > Point Radius 10000. Copy and paste until you have 3 static character lights and arrange them in a circle outside all of the rooms to make the characters be lighted from each side.

NOTE: Don't make more than 3 character lights- there will be problems.

3. Additional lights. Static or animated for tourches, fireplaces etc where necessary or wanted.

4. Light Probe. "New Room" in top-left list > Insert > New Light Probe. Position doesn't matter at all.

NOTE:Light Probe is final part in lightning your room. If you deside to change something in any of previous lights you have to create new light probe.

5. Click on button "Render Lightmap".

Useful links