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  • | {{Infobox creature}} ...sting for a 10th-level adventurer to fight (whereas fighting the 1st level creature with a 10th-level character would be boring).
    14 KB (2,190 words) - 15:10, 4 July 2010
  • == Creating a monstrous creature's template == First, create a new creature template. (File->New->Creature) You can leave most of its properties at their defaults for starters. To ma
    12 KB (1,998 words) - 23:37, 10 August 2011
  • == Creating and setting a conversation for a creature == In the [[creature tutorial]] we created a [[creature]] named "Quest Giver", who is standing outside a hut that's filled with mon
    23 KB (4,062 words) - 23:36, 10 August 2011
  • ...[[curve editor]] that can be shown below the timeline when the "show curve editor" button is enabled in the toolbar. | [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:
    19 KB (3,281 words) - 10:04, 24 March 2011
  • ...же шкалы хронологии, корда кнопка «show curve editor» (показать редактор кривых) доступна на п | [[File:Cutscene editor overview.png|thumb|300px|Cutscene editor components:
    21 KB (2,985 words) - 09:24, 17 October 2011
  • ...ine perception and movement. Artists construct areas using the Environment Editor. The area editor displays the selected environment in a graphics window. The currently place
    14 KB (2,314 words) - 11:18, 26 October 2014
  • ...ine perception and movement. Artists construct areas using the Environment Editor. The area editor displays the selected environment in a graphics window. The currently place
    14 KB (2,315 words) - 00:14, 28 December 2011
  • The result is opened in the cutscene editor. There are two basic sections to the cutscene editor; the viewports (top) and the timeline (bottom).
    36 KB (6,303 words) - 14:51, 21 December 2013
  • ...n the blue sphere that becomes visible when a door is selected in the area editor (this is the door's 'hinge') and corresponding attachment points throughout ...signal is sent to any nearby creatures from the same group of the door. A creature receives the signal and reacts to it as appropriate.
    6 KB (1,154 words) - 17:43, 28 March 2010
  • |[[Image:IconCreature.png|link=Creature]] || [[Creature]] || [[Image:IconStage.png|link=Stage]] || [[Stage]] A template is what is loaded into the specialized editor to define its characteristics, an instance is what is actually loaded into
    6 KB (877 words) - 10:01, 15 February 2012
  • Triggers are polygonal shapes painted onto areas that receive an event when a creature enters or exits it, which generally is then processed by a script to perfor ...a editor volume object.png|frame|A trigger's volume object in the [[area]] editor]]
    10 KB (1,581 words) - 17:43, 11 March 2012
  • The only editor that makes direct use of them is the [[level editor]], but things like creatures and placeables will make use of them indirectl ...style="border-right:3px solid black; background-color:#E0C0C0" |[[Creature|Creature: Appearance]]
    8 KB (1,140 words) - 13:30, 23 February 2012
  • == Animation worksheet editor == ..., so unique bend trees can be assigned to a class of creatures or a unique creature.
    3 KB (410 words) - 18:57, 8 May 2014
  • === Creature templates === === Editing the creature template ===
    17 KB (3,007 words) - 14:08, 28 December 2013
  • Each resource type opens up a different editor in the toolset, as requirements for editing are different. The properties ...d 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 f
    8 KB (1,308 words) - 15:38, 26 October 2014
  • A stage '''template''' can be created using DA's stage editor. The setup includes the following: ...game and in the stage. This will not override the designation in the dlg editor, but more on that later. You won't be able to use 'your' GW to replace the
    14 KB (2,285 words) - 14:37, 23 July 2014
  • [[Image:Animation event editor.png|thumb|300px]] The [[event editor]] is used to add events to animations. It can be opened by selecting the ''
    3 KB (481 words) - 19:23, 8 May 2014
  • ...luding creatures, placeables, and even cameras. When the target is another creature, the actor will attempt to look at the target's head. If the target is anot == Cutscene editor performance ==
    6 KB (962 words) - 16:49, 19 January 2012
  • *Handle creature and party member [[AI]] == Script editor ==
    13 KB (1,960 words) - 00:20, 10 August 2011
  • == Cutscene editor performance == ...ing.png]] or by a setting in the [[cutscene editor options]]. The cutscene editor will then use a variety of assumptions to approximate proper head orientati
    8 KB (597 words) - 18:00, 19 January 2012
  • ...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
  • Launch the toolset and open a local copy of the Arcane Horror creature. Change its appearance to the new one we made. ...get a green waypoint instead, which promptly disappears after placing the creature.
    2 KB (266 words) - 21:31, 29 March 2012
  • Defines base items, such as "Weapon - Longsword", used in the item editor. ...ature property that this item stat affects. When the item is equipped, the creature property will automatically be modified by the value found for this stat in
    8 KB (1,198 words) - 22:22, 17 July 2022
  • ...n || MASTER [[Image:IconMASTER.png]] || Camera [[Image:IconCamera.png]] || Creature [[Image:IconCreature.png]] || Placeable [[Image:IconPlaceable.png]] || Soun ...(Orientation) action has three curves that can be edited with the [[curve editor]]; YawStrength, PitchStrength, and RollStrength.
    18 KB (2,755 words) - 18:04, 27 January 2010
  • ...ring in the string table that has this class' name in it. Use the [[String Editor]] to view strings by ID.}} The '''Label''' column is the name used by the Toolset in the [[Creature editor]] to populate the list of classes available in the '''Class''' property.
    4 KB (600 words) - 20:54, 25 December 2014
  • {{Infobox level editor}} ...parate layouts entirely, but by combining them into one level in the level editor it becomes easier to maintain consistency between them. This is particularl
    10 KB (1,687 words) - 20:11, 26 February 2010
  • ...ter Classes]]. These 2da files are used by the Toolset, in the [[Creature editor]], and by the game engine.
    301 B (47 words) - 18:18, 8 May 2014
  • *[[Creature tutorial]] *[[Level Editor Tutorial]]
    6 KB (907 words) - 21:33, 22 February 2022
  • ...s). However after adding about 800 Defined Flags to a single plot the Plot Editor began to run a little slow. // the item's owner is the creature who triggered this event
    10 KB (1,438 words) - 21:22, 9 October 2010
  • ...big a topic to fit comfortably into an "overview". 2DAs are used to define creature appearances, worldmap destinations, spell effects, achievement values, tale ...? How is this useful? Do you need to enter Strings into the Toolset String editor somewhere? I had made a 2DA now with a few "strings" and i entered them wit
    16 KB (2,849 words) - 01:27, 5 February 2010
  • ...cial.bioware.com/forum/1/topic/72/index/508080/1 SOLVED Assigning VFX to a creature] ...Did toolset update break m2da process? (was placeables showing up in area editor but not game)]
    5 KB (803 words) - 06:44, 1 July 2010
  • 點擊 "creature"標籤 (紅頭圖標)(就在右方的Palette Window) 開啟String editor然後按右鍵選擇insert
    18 KB (1,222 words) - 12:57, 11 June 2011
  • |param6desc = Tag of creature who will initiate dialog ..._LoadCutscene]](), as most actor mappings can be handled from the cutscene editor itself.
    2 KB (234 words) - 22:08, 10 February 2010
  • ...social.bioware.com/forum/1/topic/8/index/1040798/1#1260701 this thread] on creature codex entries. ...duplicating them from another one... or enjoy changing the GUIDs in a GFF editor.
    829 B (128 words) - 17:54, 17 February 2010
  • The [[String editor]] article discusses techniques for editing strings which are outside of the ...n author has flagged an NPC as plot, it might not be helpful to change the creature AI.
    15 KB (2,377 words) - 13:26, 23 October 2011
  • *{{ulink|Level Editor Tutorial|Редактор уровней}} *{{ulink|Creature tutorial|Существа}}
    4 KB (202 words) - 20:53, 13 May 2014
  • ...ы пишутся во встроенном в тулсет {{ulink|Script Editor|редакторе}}. * [[command]] - a command for a creature or object to do something. Commands are constructed using functions that re
    17 KB (1,323 words) - 01:46, 24 June 2013
  • ...plates, though these will likely require hand editing in a stand-alone gff editor for use in DA2. Since many DA2 file types are the same as their DAO counter
    3 KB (518 words) - 17:06, 1 February 2022
  • The [[String editor]] article discusses techniques for editing strings which are outside of t ...author has flagged an NPC as plot, it might not be helpful to change the creature AI.
    15 KB (2,378 words) - 13:31, 23 October 2011
  • Диалог обычно прикрепляется к {{ulink|creature|существу}}, который обозначается в диалог It's not necessary to master the full complexity of the cutscene editor to do this.
    25 KB (1,125 words) - 08:39, 27 June 2013