Difference between revisions of "Adding custom level tutorial"

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(Lightmapping)
(Lightmapping)
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4. '''EXTERIOR ONLY:''' Add sunlight by using Button above with big '''+'''. Change fields '''Layout name''' (export name) and '''Name''' (name of the location) -> click on '''Define Area''' drag (Left click -> drag) green square untill it covers all your area - this defines walkable space -> click on '''Set Sunlight''' and drag mous until light will be as you wish.
 
4. '''EXTERIOR ONLY:''' Add sunlight by using Button above with big '''+'''. Change fields '''Layout name''' (export name) and '''Name''' (name of the location) -> click on '''Define Area''' drag (Left click -> drag) green square untill it covers all your area - this defines walkable space -> click on '''Set Sunlight''' and drag mous until light will be as you wish.
  
4. Light Probe. "New Room" in top-left list > Insert > New Light Probe. Position doesn't matter at all.
+
4. Light Probe. "New Room" in top-left list > Insert > New Light Probe. Position doesn't matter at all. '''NOTE:''' Each water mesh must have its own light probe 1 meter above.
  
 
5. Click on button "Render Lightmap".
 
5. Click on button "Render Lightmap".

Revision as of 16:47, 1 January 2016

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 - install it in the same folder as the game
  • 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.

Script Settings

Watch where you install Eshme script - program files(x86) for 32 programs at 64 bit computers. Eshme script and the game have to be in one folder of program files.

Take Eshme Import/Export: Startup, YAGG and DAOTools -> put into C(ypur disc):/Program Files/Autodesk/3dsmax/Scripts -> scripts

If your installation is correct them when you first open 3d man you will see window with the settings

In Game Path HAVE to be folder of the game E:\Game\Dragon Age, in Export Path folder Override in folders C:\Users\your_NAME\Documents\BioWare\Dragon Age\packages\core\override.

You need to install Dragon Age Toolset and then you can begin your work in 3 d Max -> Run Script.

3d Max

Models that work correct

  • prp_painting_01_0 - painting on a wall with collision.
  • prp_chestornat01_0 - chest with collision.
  • prp_chair_01_0 - chair with collision.
  • prp_table_01_0 - table with collision.
  • prp_tevbookshelf1_0 - bookshelf with collision.
  • prp_vase_01_0 - vase with collision.
  • prp_bed01_0 - bed with collision.
  • prp_statandraste_0 - statue andraste with collision.
  • prp_cand04_0 - chandelier from above no collision.
  • prp_dwfrug2_0 - rug.

Export

After your model will be exported put .MET files in C:\Users\User\Documents\BioWare\Dragon Age\AddIns\your module ID\core\data_tools

THE REST files have to be in folder in C:\Users\User\Documents\BioWare\Dragon Age\AddIns\your module ID\core\data. Each model has to be organised and be in it's own folder.

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

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.

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

4. EXTERIOR ONLY: Add sunlight by using Button above with big +. Change fields Layout name (export name) and Name (name of the location) -> click on Define Area drag (Left click -> drag) green square untill it covers all your area - this defines walkable space -> click on Set Sunlight and drag mous until light will be as you wish.

4. Light Probe. "New Room" in top-left list > Insert > New Light Probe. Position doesn't matter at all. NOTE: Each water mesh must have its own light probe 1 meter above.

5. Click on button "Render Lightmap".

Delete all the lightmap files

My Documents\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\LvlWorkspace\\\\lightmaps\\\\LAYOUT

My Documents\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\ProbeLightMaps\\\\LAYOUT

My Documents\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\resourcepostintermediatewin32\\\\processed\\\\addins\\\\MODULE\\\\layouts\\\\win32\\\\layouts\\\\LAYOUT

My Documents\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\resourcepostintermediatewin32\\\\processed\\\\addins\\\\MODULE\\\\layouts\\\\win32\\\\modelhierarchies\\\\LAYOUT

My Documents\\\\BioWare\\\\Dragon Age\\\\Toolset\\\\resourcepostintermediatewin32\\\\processed\\\\addins\\\\MODULE\\\\layouts\\\\win32\\\\textures\\\\dds\\\\LAYOUT

(path of your level file)\\\\LAYOUT.erf

(path of your level file)\\\\LAYOUT.bak.erf

C:\\\\DOCUME~1\\\\Mike\\\\LOCALS~1\\\\Temp\\\\DALightmap\\\\LAYOUT (you can use Run... and type %TEMP% and hit OK)

(if you have posted to local) My Documents\\\\BioWare\\\\Dragon Age\\\\addins\\\\MODULE\\\\core\\\\override\\\\toolsetexport\\\\LAYOUT

Export

1. Save your .LVL files in C:\Users\User\Documents\BioWare\Dragon Age\AddIns\your Module_ID\core\env. Make sure .ERF and .ERF.BACK are here too after you press "Do All Local post".

2. Add minimap. Right click, then select Minimap > Minimap Selection Tool. The default green box appears. Right click on the area again, Minimap > Post Minimap to Local. It's possible to handcraft or refine the minimap, as detailed under Custom minimaps.

3. Press Button "Render lightmaps".

4. Press button "Set Start point" for Pathfinding-> Press button "Generate pathfinding". NOTE: Pathfinding is not possible for two overlapping height levels.

5. Press button "Do All Local post" - this will export your level and you can use it in your area.

Useful links