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  • ...epresents a level in the game. Areas take a layout (created in the [[level editor]]) and add various interactive components to it to make it "come alive" and ...jects are used to represent the player's characters and every other living creature in the game. Creatures can run actions or scripts, move, cast spells, use
    4 KB (721 words) - 20:10, 3 February 2010
  • Set the creature's CREATURE_SPAWN_DEAD variable to 2. When it's time for the creature to rise and attack, execute the following script commands:
    11 KB (1,454 words) - 16:49, 19 October 2014
  • ...difying the 2DA files we are going to create some strings. Open the string editor in the toolset and create the following strings in your ‘Backgrounds demo ...t ID for strings to be less than the critical value. After that the string editor will generate IDs in a range that won’t crash. Reset the start ID to its
    31 KB (4,632 words) - 19:14, 6 December 2016
  • ...ects and placeable effects. A crust effect is intended to be placed "on" a creature or other object, for example a flame effect to indicate that something is o ...effect, emitters are linked to specific nodes in the skeletal frame of the creature or placeable that the crust is being applied to. In the case of stand-alone
    16 KB (2,408 words) - 22:41, 8 February 2010
  • ...jects that appear in Dragon Age levels. It includes props, visual effects, creature models, weapon models, and so forth. ...ane.msh". Every file with ReferencedMeshes defined was exported by the VFX editor so this is a VFX thing.-->
    61 KB (6,171 words) - 09:37, 13 February 2011
  • A merchant is placed in the [[area]] editor, but it cannot be seen or interacted with directly by the player. In theory ...ants in your game by tagging each merchant object with the same tag as the creature you're conversing with to open the store and adding the "store_" prefix to
    7 KB (1,093 words) - 23:17, 10 August 2011
  • ...orly/inefficiently arranged. This is especially noticeable in the cutscene editor, which has many toolbars with only a few buttons on each. Toolbars can be r *To use a face morph you've created with the morph editor in a module, you'll need to "export to local" (ie, the local database) rath
    2 KB (287 words) - 06:19, 17 February 2011
  • == Creature [[Image:IconCreature.png]] == ...f blank a stunt actor is loaded at runtime, which matches the actor in the editor. }}
    11 KB (1,676 words) - 18:08, 27 January 2010
  • A conversation is usually associated with a [[creature]], which is referred to in the conversation with the "OWNER" tag. They can == Conversation Editor ==
    17 KB (2,855 words) - 07:20, 26 November 2013
  • ...led into a more efficient form for use. Open up each LVL file in the level editor and, under tools, select "Post to local" to compile the level and export it Once you've done this you can select the layout in the area editor's "Area Layout" property field.
    18 KB (2,862 words) - 21:00, 4 September 2016
  • creature: c_; npc creatures: cn_; children: kn_; ...d on the panel above use '''Rendering-> Material editor-> Compact material editor''' Then click on '''Get Material''' and choose from the list '''Dragon Age
    14 KB (2,392 words) - 16:37, 1 February 2022
  • Designers place interactive objects in area using the Area Editor. Placeable and trigger templates must be created prior to being placed in Interactive objects are placed in the Area Editor of the Designer toolest. They can be interacted with by the player in-game.
    17 KB (2,708 words) - 07:54, 2 December 2013
  • In the case of Creatures, the Creature's "Pose" property can be used to set a default looping animation that plays ...t inspector. If no key frames have been defined for the actor the cutscene editor will pop up a warning at this point suggesting that we add position and ori
    9 KB (1,587 words) - 22:49, 10 August 2011
  • ...n BITM_base.xls. Also don't forget to export the talktable from the string editor. ...ating a new weapon of the new type, but again, if you try to equip it on a creature and it won't let you, close the toolset and try again).
    8 KB (1,379 words) - 14:06, 23 February 2012
  • An item is a game object that can be picked up or equipped by a creature. Armor, as well as mushrooms. You can edit or create new Items with the Toolsets Object Inspector Editor. This will yield their Properties.
    13 KB (1,980 words) - 07:33, 3 November 2013
  • |[[Image:IconCreature.png|link=Creature]] |[[Image:IconCreature.png|link=Creature]] || [[Creature]]
    3 KB (348 words) - 14:38, 11 June 2011
  • Go to Tools -> String Editor and create the following strings: {{TutorialRef|String editor}}
    18 KB (2,479 words) - 12:52, 11 June 2011
  • ...oor stage theater, kitchen, dungeon, torture room, prison cell, mausoleum, creature's lair, chapel, training room, barracks, meeting room, dining room, vault, * [[Level_editor|Level Editor]] - Builder Wiki
    12 KB (2,013 words) - 21:43, 31 August 2011
  • The Dragon Age Toolset application provides a framework or host for the editor plug-ins used to create and edit the different types of [[Art Resources|art ...lar editor (for example double clicking on a function name in the [[Script editor]] to open the '''Help window''')
    8 KB (1,219 words) - 00:47, 5 July 2012
  • The [[Cutscene editor options]] are accessible from the [[Options menu|options]] menu. ...colors|Define up to ten different colors for the lines show in the [[curve editor]]}}
    3 KB (435 words) - 22:52, 3 September 2011

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