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  • ...similarly to the viewports in the stage editor. You can set the number and layout of viewports under the "View" menu: [[Image:Cutscene tutorial viewport layout.png|border]]
    36 KB (6,303 words) - 14:51, 21 December 2013
  • ...cuments/Bioware/Dragon Age/Addins/(addinname)/Core/Override/ToolsetExport/(layout))'' ...Additional rooms are optional, but if included, areas must be set up with area transitions.
    25 KB (4,110 words) - 21:42, 31 August 2011
  • ...nce of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead. Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: "flycam
    19 KB (3,139 words) - 00:35, 3 July 2012
  • * Go to File > New > Area and go through the motions of making a new area. ...rea Palette. All the Palettes are on the right side of the screen, and the Area Palette is the first one - it looks like a little bed.
    7 KB (1,235 words) - 17:21, 1 February 2022
  • ...k character in the correct place in the hub, you'll need to have a testing area (that isn't exported or packaged in the player file) to find the coordinate ...et. When you create the test area, cas_100" should be available as an area layout.
    3 KB (437 words) - 20:12, 14 June 2011
  • === Level/Area layouts === ...l]]s and [[area layout]]s are are distinct from [[area]]s created in the [[Area editor]]
    4 KB (647 words) - 16:43, 1 February 2022
  • ...which most people think of when talking about the Arena, exists in a small area of the Fade over which Abigail can exert her influence. It consists of vari * Based on the "Orzammar Commons: The Proving" (orz500d) area layout
    8 KB (1,308 words) - 22:26, 18 September 2011
  • ...rea.png]] [[Area]]s - An area represents a level in the game. Areas take a layout (created in the [[level editor]]) and add various interactive components to ...uiring a major area transition, at least until they try to move to another area list.
    4 KB (721 words) - 20:10, 3 February 2010
  • ...ex]] lists the [[Area layout|area layouts]] included with the Toolset. The area layouts are grouped by common prefix. File:Combat.jpg|'''combat'''<br/>Open Combat Area
    11 KB (1,925 words) - 15:29, 13 August 2011
  • ...] such as the [[model]] files that define how a creature looks or the area layout files that define a landscape or dungeon. These are not stored directly in *[[Image:IconArea.png]] [[Area]]s
    7 KB (1,140 words) - 23:19, 10 August 2011
  • ...e should be obvious). Static and Dynamic lights can affect characters (and area placeables) by setting the "Affects Characters" true. Should only be done f ...s from are light sources. Doesn't work, btw., and neither does creating an area light source via the Light Size parameter. [[User:ThebigMuh|ThebigMuh]] 03:
    13 KB (2,089 words) - 05:33, 11 February 2010
  • ; [[Area]] ...es a level layout before it can be defined; see below. Items placed in an area are generally interactive, examinable, or dynamic in nature.
    5 KB (737 words) - 05:21, 17 November 2009
  • *Click the 'Create an Exportable Area' button. *Click the 'Delete the Exportable Area' button.
    598 B (82 words) - 12:45, 6 February 2011
  • === Changing the layout === ...es. This includes scripts, dialogue, cinematics, plots, placing objects in area layouts, and so forth.
    8 KB (1,219 words) - 00:47, 5 July 2012
  • A Level Layout has to be filled by [[Model|Models]], the basic building block available as ...available to the Toolset, even those that are animatable although in Level layout cant be animated and would merely remain static.
    8 KB (1,363 words) - 04:12, 23 May 2010
  • {{2da column| Label|string| The name that will be given to this map layout in the "Map" property's dropdown menu in the Designer Toolkit.}} ...f the table is the [waypoint] that the player will arrive at in the target area.
    3 KB (520 words) - 14:59, 1 February 2010
  • | TINT_MASK_DIFFUSE_R || Colour overlain on diffuse map area defined by tint map's red channel | TINT_MASK_DIFFUSE_G || Colour overlain on diffuse map area defined by tint map's green channel
    3 KB (566 words) - 21:23, 7 April 2015
  • ...ects 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 go
    4 KB (702 words) - 19:28, 19 September 2010
  • ...mlessly (without the load screen coming up). They also allow you to make ''area lists'' which let the game load multiple areas at once - then areas transit ...''must'' be exported from Single Player campaign for it to show up in your area.
    4 KB (646 words) - 08:44, 15 July 2010
  • === Quote box layout === = Social Site Bug Reporting Area =
    10 KB (1,784 words) - 09:54, 31 May 2010

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