Difference between revisions of "Designer Resources"

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The term [[Designer Resources|design resource]]  is used to describe the subset of resources that are created within the  toolset by designers. It is used to distinguish resources created  within the toolset by artists ([[Art Resources|art resources]])  and the primary source files created using external applications (such  as modelling applications, sound editors, image editors, etc.).  
== Overview ==
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This page links to explain Designer Resources.
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Any Designer Resource is stored in the Toolset's Database.
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All design resources are stored in the [[Dragon Age Toolset]]'s [[database]] and must be exported prior to creating a [[Builder to player]], or [[DAZIP]], file.
  
=== Structure ===
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== Organisation ==
  
On the right side of the Toolset is the Resource Palette, which has types categorized by icons. Click on each to browse. These are by default all Resources used in the Singleplayer Campaign, and are best left untouched. A better idea is to copy existing Resources into your own module. Each Resourcetype opens up a somewhat different layout of the Toolset, as requirements for editting are different. Thus the structure of each is explained at the particular Resourcetype.
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All design resources (and the sound and model source files) are listed in the [[Resource Palette]], normally located on the right-hand  side of the toolset. The resources are categorized into types which can  be displayed by clicking on the appropriate icon in the resource  palette's toolbar.  
  
Any Resource has special (Global) Properties besides its "normal" ones, which tell what Module it belongs to. This is particulary important for internal references, and before doing anything a Custom Module should always be created. ''See [[Creating a module]]''
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In a new module the resources displayed are all from the [[Core Game Resources]]  module and used by all modules (including the Single Player campaign) created in the toolset and are best left untouched. A better idea is to  copy existing resources into your own module. ''See [[Creating a module]]''
  
Resources are named after a [[Naming conventions#Resource Naming Convention|Resource Naming Convention]], and the Folderstructure of the Resource palette is simply there for convienience. However this mustnt be followed and is up to the Designer.
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Resources are named using a [[Naming conventions#Resource Naming Convention|resource naming convention]] and organised using a folder structure for convenience. While advisable  these conventions are not compulsory and is up to a designer to follow  them or institute their own.
  
=== Modding ===
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Each resource type opens up a  different editor in the toolset, as  requirements for editing are  different. The properties of each is explained at the particular  resource type.
  
Which tool to use ,to create or edit an Resource, depends on which type it is. For Reference ,see "Resourcetypes" below.
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== Creating resources ==
  
== Resourcetypes ==
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You can create a new resource either from the "File" menu, or by right-clicking on the resource palette, and selecting "New". You'll be presented with a list of the sorts of resources that you can create.
  
:''See Main Article: [[Resource palette]]''
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Once you select a resource type to create, you'll be presented with a window where you can enter some of the basic resource properties. The only thing that must be filled out is Resource Name, the name by which this resource will be known by the game engine, which must be unique across all modules in the toolset's database..
 
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== Creating new resources ==
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[[Image:New resource.png|thumb|Create new resource menu]]
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You can create a new resource either from the "File" menu, or by right-clicking on the resource palette, and selecting "New". You'll be presented with a list of the sorts of resources that you can create.
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Once you select a resource type to create, you'll be presented with a window where you can enter some of the basic resource properties described above. The only thing that must be filled out is ResRef Name, the name by which this resource will be known by the game engine.
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For a description of the properties see information for the '''General''' tab in the [[#Resource Properties|Resource Properties]] section below.
  
 
<gallery widths="300px" heights="175px">
 
<gallery widths="300px" heights="175px">
Image:Create new resource.png|Windows XP dialogue
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Image:New resource.png|Create New Resource menu
Image:cnr.png|Windows Vista dialogue
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Image:cnr.png|New Resource properties
 
</gallery>
 
</gallery>
  
* '''Name''' - This is the '''Resource''' ([[ResRef]]) Name. It must be unique across the entire database (not just the current module) and lower case. When the resource is created this name is also set as its [[tag]]. Oddly, the tag must be in lower case also. To edit the resource name, or any of the resource properties you must first save the resource, [[check in|check it in]], then right click on the name and select ''Properties''. Once done be sure to right click on the resource name once more and select ''Refresh'', this will update all the instances in the module with the new changes.
 
  
* '''Folder''' - This setting will move the new Resource into a specific Folder of the Resource palette. This is only for navigational aid.
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== Modifying resources ==
  
* '''Module''' - Sets the environment of the Module, as either "Game Core Resource" or ''*Module*'', where ''*Module*'' should equal the Owner Module. Exported Resources will be put into either the Core or Module directory of the Owner Module. The Game will treat Game Core Resources as available to other Modules, while setting ''*Module*'' makes a Resource only available within that Module. Other settings are irrelevant and treated as if setting the Owner Module.
 
 
* '''Owner Module''' - Sets the Module which shall inherit the Resource. The exported Resource is put into that Modules directory, and the Game will treat that Resource as only available when the Module is activated. Default should always be the custom Module you are working on. Other settings can cause potential problems.
 
 
* '''State''' - {{undocumented}}
 
 
* '''Attributes''' - {{undocumented}}
 
 
== Modifying resources ==
 
 
After a resource, such as a placeable, has been created and placed in your areas, you might want to customize some of those instances. For example, you can change some of the properties of the placed instances. But if you change the properties of the resource itself (using the palette menus), the placed instances will not be updated to reflect your changes. To push your changes in the palette resource down to the placed instances, use the "Refresh" menu item on the palette menu. Refresh will update all instances in all areas, even if the areas are not open in the toolset.
 
After a resource, such as a placeable, has been created and placed in your areas, you might want to customize some of those instances. For example, you can change some of the properties of the placed instances. But if you change the properties of the resource itself (using the palette menus), the placed instances will not be updated to reflect your changes. To push your changes in the palette resource down to the placed instances, use the "Refresh" menu item on the palette menu. Refresh will update all instances in all areas, even if the areas are not open in the toolset.
  
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=== Dependencies ===
 
=== Dependencies ===
  
The toolset has some built-in safety mechanisms to ensure that resources don't wind up referencing nonexistent resources as dependencies. For example, it will refuse to delete a resource that another resource has as a dependency. If you had an area layout with a creature in it, you wouldn't be able to delete the creature's template from your database until you'd removed it from the area layout first.
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The toolset has some built-in safety mechanisms to ensure that resources don't wind up referencing non-existent resources as dependencies. For example, it will refuse to delete a resource that another resource has as a dependency. If you had an area layout with a creature in it, you wouldn't be able to delete the creature's template from your database until you'd removed it from the area layout first.
  
 
This can interact with checked out resources in a potentially non-obvious way. If you check out the area layout and remove the creature, the toolset still won't let you delete the creature's template until you actually check in the layout. That's because if you were to delete the creature and then undo your area checkout you'd wind up with an area layout referencing a deleted creature template.
 
This can interact with checked out resources in a potentially non-obvious way. If you check out the area layout and remove the creature, the toolset still won't let you delete the creature's template until you actually check in the layout. That's because if you were to delete the creature and then undo your area checkout you'd wind up with an area layout referencing a deleted creature template.
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:''See Article: [[Exporting a module]]''
 
:''See Article: [[Exporting a module]]''
  
== Global Resource properties ==
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== Resource Properties ==
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[[Image:Resource properties.png|right|330px]] Every resource has the same set of basic properties that can be viewed by right-clicking on it in the palette window and selecting '''Properties''' to open the '''Resource Properties''' pop-up window.
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In order to edit any of a resource's properties, for example to change its name, you must [[check in|check it in]] before opening the Resource Properties pop-up window. Moreover one the changes have been applied be sure to right click on the resource name once  more and select '''Refresh''' to update all the instances in the  module with the new changes.
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The '''General''' tab displays the following editable properties:
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* '''Resource Name''' -  The name of a resource must be unique across the entire database (not  just the current module) and must be in lower case. When the resource is  created this name is also set as its tag (the tag must be in lower case  also).
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* '''Folder''' -  Determines the position of a resource within the Resource Palette's  folder structure for that type or resource. Changing this path will  effectively move a resource to another folder. This is only for  navigational aid.
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* '''Module''' - Determines the which module and/or which folder a resource will be exported to:
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** "Core Game Resources" means the resource will be exported to the <code><My Documents>\BioWare\Dragon Age\AddIns\<module>\core\override\toolsetexport\</code> folder.
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** "Single Player"  means the resource will be exported to the <code><My Documents>\BioWare\Dragon Age\Modules\Single Player\override\toolsetexport\</code> folder.
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** <module> means the resource will be exported to the <code><My Documents>\BioWare\Dragon Age\AddIns\<module>\module\override\toolsetexport\</code> folder.
  
Every such resource has the same set of generic properties that can be viewed by right-clicking on it in the palette window and selecting "properties". The general tab of the resulting popup window shows the following properties that can be modified:
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* '''Owner Module''' -  Determines which modules a resource is accessible in. A resource will  only be accessible, i.e. appear in the resource palette, if it is owned  by the currently module or one of the module's in the current module's  hierarchy. Changing this setting will effectively move an resource from  one module to another. Note that a newly created module will open in the  current module regardless of its owner if the '''Checkout resource after creation''' attribute was checked.
  
* Resource name - This is the Resource Name. It must be unique across the entire database (not just the current module) and lower case. When the resource is created this name is also set as its tag. Oddly, the tag must be in lower case also. To edit the resource name, or any of the resource properties you must first save the resource, check it in, then right click on the name and select Properties. Once done be sure to right click on the resource name once more and select Refresh, this will update all the instances in the module with the new changes.
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* '''State''' - Indicates the resources current state:
* Folder - This setting will move the new Resource into a specific Folder of the Resource palette. This is only for navigational aid.
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** NONE
* Module - Sets the environment of the Module, as either "Game Core Resource" or *Module*, where *Module* should equal the Owner Module. Exported Resources will be put into either the Core or Module directory of the Owner Module. The Game will treat Game Core Resources as available to other Modules, while setting *Module* makes a Resource only available within that Module. Other settings are irrelevant and treated as if setting the Owner Module.
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** Written
* Owner module - Sets the Module which shall inherit the Resource. The exported Resource is put into that Modules directory, and the Game will treat that Resource as only available when the Module is activated. Default should always be the custom Module you are working on. Other settings can cause potential problems.
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** Edited
* State - A flag that can be set to NONE, Written, Edited, Pre-localization, Localization, Voice over, Voice over ready. {{undocumented}}
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** Pre-localization  
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** Localization  
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** Voice over  
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** Voice over ready
  
The "references" tab lists all of the other resources that this resource contains references to, and the "referenced by" tab lists all of the other resources that contain references to this one.
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The '''References''' tab lists all of the other resources that this one contains references to.
  
[[Image:Resource properties.png|center|330px]]
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The '''Referenced By''' tab lists all of the other resources that contain references to this one.
  
== Various ==
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== See also ==
<!-- please help i dont know what that stuff is! -->
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*[[String editor]] - A tool that allows quick and easy access to all text that might be presented to the player in the game.
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* The [[resource list]] provides a quick overview of the main resource types.
  
*[[Area layouts used in the single player module]]
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* The [[String editor]] is a tool that allows access to all text that might be presented to the player.
  
See [[resource list]] for a comprehensive list of all of the resource types. ''value questionable''
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* [[Area layouts used in the single player module]]
  
 
{{Languages}}
 
{{Languages}}

Revision as of 15:37, 26 October 2014

The term design resource is used to describe the subset of resources that are created within the toolset by designers. It is used to distinguish resources created within the toolset by artists (art resources) and the primary source files created using external applications (such as modelling applications, sound editors, image editors, etc.).

All design resources are stored in the Dragon Age Toolset's database and must be exported prior to creating a Builder to player, or DAZIP, file.

Organisation

All design resources (and the sound and model source files) are listed in the Resource Palette, normally located on the right-hand side of the toolset. The resources are categorized into types which can be displayed by clicking on the appropriate icon in the resource palette's toolbar.

In a new module the resources displayed are all from the Core Game Resources module and used by all modules (including the Single Player campaign) created in the toolset and are best left untouched. A better idea is to copy existing resources into your own module. See Creating a module

Resources are named using a resource naming convention and organised using a folder structure for convenience. While advisable these conventions are not compulsory and is up to a designer to follow them or institute their own.

Each resource type opens up a different editor in the toolset, as requirements for editing are different. The properties of each is explained at the particular resource type.

Creating resources

You can create a new resource either from the "File" menu, or by right-clicking on the resource palette, and selecting "New". You'll be presented with a list of the sorts of resources that you can create.

Once you select a resource type to create, you'll be presented with a window where you can enter some of the basic resource properties. The only thing that must be filled out is Resource Name, the name by which this resource will be known by the game engine, which must be unique across all modules in the toolset's database..

For a description of the properties see information for the General tab in the Resource Properties section below.


Modifying resources

After a resource, such as a placeable, has been created and placed in your areas, you might want to customize some of those instances. For example, you can change some of the properties of the placed instances. But if you change the properties of the resource itself (using the palette menus), the placed instances will not be updated to reflect your changes. To push your changes in the palette resource down to the placed instances, use the "Refresh" menu item on the palette menu. Refresh will update all instances in all areas, even if the areas are not open in the toolset.

Deleting resources

A resource can't be deleted while it's checked out. To delete a resource, either check the resource back in or undo the checkout first. You can then delete it by selecting it in the resource palette and right-clicking on it to get a menu with the "delete" command.

To recover a deleted resource, select the "Deleted Resources" command from the "Tools" menu. This will bring up a deleted resource browser that allows you to examine and restore deleted resources.

Dependencies

The toolset has some built-in safety mechanisms to ensure that resources don't wind up referencing non-existent resources as dependencies. For example, it will refuse to delete a resource that another resource has as a dependency. If you had an area layout with a creature in it, you wouldn't be able to delete the creature's template from your database until you'd removed it from the area layout first.

This can interact with checked out resources in a potentially non-obvious way. If you check out the area layout and remove the creature, the toolset still won't let you delete the creature's template until you actually check in the layout. That's because if you were to delete the creature and then undo your area checkout you'd wind up with an area layout referencing a deleted creature template.

If you wish to delete resources, make sure that all of the other resources that may have depended on it are checked in beforehand.

Circular dependencies

It can sometimes occur that resource A references resource B, which references resource A. One set of resource where this is commonly possible are areas and stages; an area references a stage that's placed in it, and the stage can itself reference the area. Another common pairing is a plot and its associated plot script.

The only way to delete resources involved in a circular dependency chain is to edit one or more of the resource to break the chain. For example, you could edit the area to remove the stage before deleting the stage, and then delete the area afterward. The toolset doesn't recognize a group of deletions as a single transaction.

Exporting resources

See Article: Exporting a module

Resource Properties

Resource properties.png
Every resource has the same set of basic properties that can be viewed by right-clicking on it in the palette window and selecting Properties to open the Resource Properties pop-up window.

In order to edit any of a resource's properties, for example to change its name, you must check it in before opening the Resource Properties pop-up window. Moreover one the changes have been applied be sure to right click on the resource name once more and select Refresh to update all the instances in the module with the new changes.

The General tab displays the following editable properties:

  • Resource Name - The name of a resource must be unique across the entire database (not just the current module) and must be in lower case. When the resource is created this name is also set as its tag (the tag must be in lower case also).
  • Folder - Determines the position of a resource within the Resource Palette's folder structure for that type or resource. Changing this path will effectively move a resource to another folder. This is only for navigational aid.
  • Module - Determines the which module and/or which folder a resource will be exported to:
    • "Core Game Resources" means the resource will be exported to the <My Documents>\BioWare\Dragon Age\AddIns\<module>\core\override\toolsetexport\ folder.
    • "Single Player" means the resource will be exported to the <My Documents>\BioWare\Dragon Age\Modules\Single Player\override\toolsetexport\ folder.
    • <module> means the resource will be exported to the <My Documents>\BioWare\Dragon Age\AddIns\<module>\module\override\toolsetexport\ folder.
  • Owner Module - Determines which modules a resource is accessible in. A resource will only be accessible, i.e. appear in the resource palette, if it is owned by the currently module or one of the module's in the current module's hierarchy. Changing this setting will effectively move an resource from one module to another. Note that a newly created module will open in the current module regardless of its owner if the Checkout resource after creation attribute was checked.
  • State - Indicates the resources current state:
    • NONE
    • Written
    • Edited
    • Pre-localization
    • Localization
    • Voice over
    • Voice over ready

The References tab lists all of the other resources that this one contains references to.

The Referenced By tab lists all of the other resources that contain references to this one.

See also

  • The resource list provides a quick overview of the main resource types.
  • The String editor is a tool that allows access to all text that might be presented to the player.


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