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  • ...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

Page text matches

  • {{Infobox area}} == Creating the area ==
    17 KB (3,063 words) - 13:22, 14 July 2011
  • How to create/lightmap a [[Level]] for use in an Interior [[Area]]: * Click on "New Area" in top-left list > Object Inspector in bottom-right > Layout Name > anything under 8 characters no spaces or special characters (*,&,%,
    15 KB (2,618 words) - 17:19, 1 February 2022
  • | {{Infobox area/ru}} ...g area transitions. DA will keep all of the game objects in the player’s area active. They will use physics room shells on the server to determine percep
    14 KB (2,315 words) - 00:14, 28 December 2011
  • | {{Infobox area}} ...g area transitions. DA will keep all of the game objects in the player’s area active. They will use physics room shells on the server to determine percep
    14 KB (2,314 words) - 11:18, 26 October 2014
  • ...the area that the player will be able to operate in and percieve when the layout is exported for use in the game. ...ts where a player in one exportable area can see into the other exportable area but not reach it directly.
    10 KB (1,687 words) - 20:11, 26 February 2010
  • ...and the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]] * Desired Width - How wide do you want this area to be in meters?
    17 KB (2,889 words) - 23:59, 20 December 2010
  • ...can travel between freely but is too large to conveniently fit in a single area. Maps allow a world to be large without having to detail every little irrel ...ps worksheet there are four columns that contain the data defining the map layout.
    25 KB (4,306 words) - 22:14, 5 July 2010
  • {{Infobox area}} ...обратиться к опциям главного меню File->New->Area.
    25 KB (432 words) - 16:49, 27 February 2012
  • ...m the area list name in the object inspector in the area editor, minus the area list prefix. Therefore the plot folder is named arl_eamon and the FMOD proj ...Ambience_Content_html_m65209995.png|frame|center|Plot name and area in the area editor]]
    39 KB (6,747 words) - 16:42, 11 November 2009
  • *A swampy outdoor area with a small tavern in it ...to your module. For example: your module UID is "asar" so item, createre, area or any other file should begin with asar_ (asar_mysword).
    18 KB (2,862 words) - 21:00, 4 September 2016
  • 3) Valeria is in a nightmare area WITHOUT changing the game scripts. ...camp(tag=cam100ar_camp_plains, the second time you enter it, it's the same area thereafter), eamon's estate (tag=den211ar_arl_eamon_estate_1), eamon's cast
    83 KB (11,764 words) - 17:21, 1 February 2022
  • ...HAS_NIGHTMARE_B, VALERIA_HAS_NIGHTMARE_C (these three are to see to which area from the 3 possible Valeria is in) //to have a nightmare area for her
    19 KB (2,670 words) - 15:15, 10 July 2011
  • ...ked lights and static props. Everything you place in the level editor (NOT area editor) must necessarily be unable to move in-game. ...odel of the appropriate shape (doesn't matter which model) right above the area you want to darken and adjust the model properties to set Export To Game as
    16 KB (2,606 words) - 12:41, 8 July 2022
  • * An art layout needs to be assigned to the cutscene. ...tor window will list a few different data fields. One of them is called “Area”. Click on the line and then click on the “…” button. This will ope
    19 KB (3,281 words) - 10:04, 24 March 2011
  • ...assumed that the reader is familiar with [[Creating a module]], and the [[Area tutorial]]. ==Create an Area==
    6 KB (992 words) - 10:27, 31 January 2011
  • ...между собой полей данных. Одно из них – «Area» (область). Кликните на строке и, затем, кл ...display of textures and shading. Can be useful when the topography of an area is obscured by complex texturing.
    21 KB (2,985 words) - 09:24, 17 October 2011
  • | {{Infobox area}} ...age:Area editor volume object.png|frame|A trigger's volume object in the [[area]] editor]]
    10 KB (1,581 words) - 17:43, 11 March 2012
  • * Baked: This is lighting that only affects things in the level layout. The player will not be lit by this. Its contribution to the lighting scene ...unlight properties in the [[Level editor]] by clicking on the [[Exportable Area]] Properties button in the toolbar (next to the [[File:IconAddExportableAre
    11 KB (1,833 words) - 12:14, 26 June 2016
  • To light an area with basic lighting, do the following: Create a new room by right clicking on "New area" under "Room World". Then left click on the new room to select it.
    14 KB (2,452 words) - 21:29, 9 September 2022
  • ...reature's template from your database until you'd removed it from the area layout first. ...e the creature and then undo your area checkout you'd wind up with an area layout referencing a deleted creature template.
    8 KB (1,308 words) - 15:38, 26 October 2014
  • ...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
  • The [[ARL]] file type is used to store area layout data using the [[GFF]] file format. ...is a layout that can then be assigned to the Area Layout property of an [[Area]] resource.
    316 B (57 words) - 12:45, 6 June 2011
  • This will help those wishing to avoid going through every area layout to find the one they want. *[[:Image:Combat.jpg|combat]] - Open Combat Area
    11 KB (1,876 words) - 12:57, 17 August 2012
  • ...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.
    5 KB (876 words) - 20:35, 14 June 2011
  • | .[[ARE]] || Area information: holds designer data about an area | .[[ARL]] || Area Layout file
    8 KB (1,079 words) - 12:22, 6 June 2011
  • === Level/Area layouts (Art Resource) === Level layouts (also called Area layouts) are another Art Resource in itself. They are a simple world Design
    5 KB (886 words) - 16:42, 1 February 2022
  • {{inspector section|Layout Setting}} {{inspector row|Layout|}}
    6 KB (909 words) - 18:48, 14 January 2010
  • ...tor but not the area editor. You can also add the effect dynamically to an area using a script. ...rea and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.
    29 KB (5,337 words) - 03:21, 22 May 2012
  • # Open or create an area and click on its Area Layout property: the area layouts from the DLC, for example gwb110d/shl100d, are listed You can now include use these area layouts to create areas in your own mods.
    2 KB (293 words) - 14:40, 6 May 2014
  • ...] list is intended to help those wishing to avoid going through every area layout to find the one they want. * [[Area layouts used in the single player module]]
    2 KB (383 words) - 07:59, 7 December 2013
  • ...tor but not the area editor. You can also add the effect dynamically to an area using a script. ...rea and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.
    33 KB (4,559 words) - 20:18, 9 March 2011

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