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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

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  • {{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
  • | {{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
  • ...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
  • * 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
  • ...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

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